Merge branch 'main' of https://gitlab.com/new-era-team/N3OW
This commit is contained in:
commit
5af9907d81
43 changed files with 2365 additions and 953 deletions
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@ -1050,90 +1050,6 @@ holy_site_great_mosque_of_mecca_01 = {
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flag = travel_point_of_interest_religious
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}
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##########
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# Great Mosque of Cordoba
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##########
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holy_site_great_mosque_of_cordoba_01 = {
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effect_desc = {
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triggered_desc = {
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trigger = { has_dlc_feature = legends_of_the_dead }
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desc = building_funeral_effect_desc
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}
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}
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asset = {
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type = pdxmesh
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name = "monument_mezquita_de_cordoba_mesh"
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}
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_great_mosque_of_cordoba.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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is_enabled = {
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custom_description = {
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text = holy_site_muslim_christian_or_holy_site_trigger
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OR = {
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scope:holder = {
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religion = religion:islam_religion
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}
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scope:holder = {
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OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
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}
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custom_description = {
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text = holy_site_building_trigger
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barony = {
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is_holy_site_of = scope:holder.faith
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}
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}
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}
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}
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}
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cost_gold = 1000
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character_modifier = {
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different_culture_opinion = 5
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character_capital_county_monthly_development_growth_add = 0.2
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monthly_piety = 0.5
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monthly_dynasty_prestige_mult = 0.05
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}
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county_modifier = {
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tax_mult = 0.15
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levy_size = 0.15
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development_growth_factor = 0.2
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development_growth = 0.15
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}
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province_modifier = {
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monthly_income = 3
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_duchy_building_t3_effect = yes
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}
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ai_value = {
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base = 100
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ai_pious_building_preference_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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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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type = special
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flag = travel_point_of_interest_religious
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}
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##########
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# Great Mosque of Djenne
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##########
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@ -4663,383 +4579,6 @@ danevirke_01 = {
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flag = travel_point_of_interest_martial_minor
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}
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##########
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# Roman Walls of Lugo
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##########
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roman_wall_of_lugo_01 = {
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asset = {
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type = pdxmesh
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name = "fp2_building_special_roman_wall_of_lugo_01_a_mesh"
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}
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construction_time = very_slow_construction_time
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type_icon = "lugo_walls.dds"
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can_construct_potential = {
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}
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cost_gold = 300
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character_modifier = {
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learning = 1
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monthly_dynasty_prestige_mult = 0.05
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}
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county_holder_character_modifier = {
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learning = 1
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monthly_dynasty_prestige_mult = 0.05
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}
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province_modifier = {
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monthly_income = 1
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garrison_size = 0.1
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fort_level = 1
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travel_danger = -10
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}
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ai_value = {
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base = 100
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modifier = { # Fill all building slots before going for special buildings
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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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type = special
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flag = travel_point_of_interest_martial
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}
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##########
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# Rock of Gibraltar
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##########
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rock_of_gibraltar_01 = {
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asset = {
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type = pdxmesh
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name = "fp2_building_special_rock_of_gibraltar_01_a_mesh"
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}
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construction_time = very_slow_construction_time
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type_icon = "gibraltar.dds"
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can_construct_potential = {
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}
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cost_gold = 300
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character_modifier = {
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stewardship = 1
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diplomatic_range_mult = 0.2
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}
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province_modifier = {
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fort_level = 1
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defender_holding_advantage = normal_building_advantage_tier_1
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}
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county_modifier = {
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development_growth_factor = 0.1
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}
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ai_value = {
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base = 100
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modifier = { # Fill all building slots before going for special buildings
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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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type = special
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flag = travel_point_of_interest_natural_feature
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flag = is_mountain
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}
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##########
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# Aljaferia Palace
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##########
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aljaferia_palace_01 = {
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asset = {
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type = pdxmesh
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name = "fp2_building_special_aljaferia_mesh"
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}
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construction_time = very_slow_construction_time
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type_icon = "aljaferia.dds"
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can_construct = {
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scope:holder.culture = {
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has_innovation = innovation_hoardings
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}
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}
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cost_gold = 1000
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character_modifier = {
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monthly_dynasty_prestige_mult = 0.05
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diplomacy_per_prestige_level = 1
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}
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max_garrison = good_building_max_garrison_tier_2
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province_modifier = {
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defender_holding_advantage = normal_building_advantage_tier_3
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fort_level = good_building_fort_level_tier_2
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stationed_maa_damage_mult = normal_maa_damage_tier_2
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stationed_maa_toughness_mult = normal_maa_toughness_tier_2
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stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
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travel_danger = -20
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}
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county_modifier = {
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tax_mult = 0.05
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monthly_county_control_growth_add = 0.5
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}
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ai_value = {
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base = 100
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culture_likely_to_fortify_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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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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type = special
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flag = travel_point_of_interest_martial
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}
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##########
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# Tower of Hercules
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##########
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tower_of_hercules_01 = {
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asset = {
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type = pdxmesh
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name = "fp2_building_special_tower_of_hercules_mesh"
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}
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construction_time = very_slow_construction_time
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type_icon = "hercules.dds"
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can_construct_potential = {
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}
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cost_gold = 300
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character_modifier = {
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naval_movement_speed_mult = 0.25
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embarkation_cost_mult = -0.25
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}
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province_modifier = {
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monthly_income = 1
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}
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ai_value = {
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base = 100
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modifier = { # Fill all building slots before going for special buildings
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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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type = special
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flag = travel_point_of_interest_learning
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}
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##########
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# City Walls of Toledo
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##########
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city_wall_of_toledo_01 = {
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asset = {
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type = pdxmesh
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name = "fp2_building_special_toledo_city_walls_01_a_mesh"
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}
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construction_time = very_slow_construction_time
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type_icon = "toledo.dds"
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can_construct_potential = {
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}
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cost_gold = 1000
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county_modifier = {
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defender_holding_advantage = 5
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development_growth_factor = 0.1
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development_growth = 0.3
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tax_mult = 0.1
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hostile_raid_time = 0.5
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}
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province_modifier = {
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garrison_size = 0.25
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fort_level = 2
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travel_danger = -20
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}
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ai_value = {
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base = 100
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culture_likely_to_fortify_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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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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type = special
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flag = travel_point_of_interest_martial
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}
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##########
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# Alcazar de Segovia
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##########
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alcazar_of_segovia_01 = {
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asset = {
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type = pdxmesh
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name = "fp2_building_special_alcazar_de_segovia_01_a_mesh"
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}
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construction_time = very_slow_construction_time
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type_icon = "alcazar_segovia.dds"
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can_construct = {
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scope:holder.culture = {
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has_innovation = innovation_hoardings
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}
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}
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cost_gold = 1000
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character_modifier = {
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monthly_dynasty_prestige_mult = 0.05
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martial_per_prestige_level = 1
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}
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max_garrison = good_building_max_garrison_tier_2
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province_modifier = {
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defender_holding_advantage = normal_building_advantage_tier_3
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fort_level = good_building_fort_level_tier_2
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stationed_maa_damage_mult = normal_maa_damage_tier_2
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stationed_maa_toughness_mult = normal_maa_toughness_tier_2
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stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
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travel_danger = -20
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}
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county_modifier = {
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tax_mult = 0.05
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monthly_county_control_growth_add = 0.5
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}
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ai_value = {
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base = 100
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culture_likely_to_fortify_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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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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type = special
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flag = travel_point_of_interest_martial
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}
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##########
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# The Santiago de Compostela Archcathedral Basilica
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##########
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holy_site_basilica_santiago_01 = {
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asset = {
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type = pdxmesh
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name = "fp2_building_special_basilica_santiago_mesh"
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}
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construction_time = very_slow_construction_time
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type_icon = "compostela.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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is_enabled = {
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custom_description = {
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text = holy_site_muslim_christian_or_holy_site_trigger
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OR = {
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scope:holder = {
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religion = religion:islam_religion
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}
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scope:holder = {
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OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
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}
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custom_description = {
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text = holy_site_building_trigger
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barony = {
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is_holy_site_of = scope:holder.faith
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}
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}
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}
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}
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}
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cost_gold = 1000
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character_modifier = {
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monthly_piety = 0.25
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monthly_dynasty_prestige_mult = 0.05
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holy_order_hire_cost_mult = -0.15
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clergy_opinion = 5
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learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
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}
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county_modifier = {
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tax_mult = 0.3
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development_growth_factor = 0.2
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development_growth = 0.2
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}
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province_modifier = {
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monthly_income = 3
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_duchy_building_t3_effect = yes
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}
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ai_value = {
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base = 100
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ai_pious_building_preference_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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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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type = special
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flag = travel_point_of_interest_religious
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}
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##########
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||||
# Sancutary of Imam Reza
|
||||
##########
|
||||
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