This commit is contained in:
Fishedotjpg 2026-02-06 15:40:46 +00:00
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 = {
flag = travel_point_of_interest_religious
}
##########
# Great Mosque of Cordoba
##########
holy_site_great_mosque_of_cordoba_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
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 = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_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
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_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
}
##########
# Great Mosque of Djenne
##########
@ -4663,383 +4579,6 @@ danevirke_01 = {
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
flag = is_mountain
}
##########
# 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 = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_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
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_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
}
##########
# Sancutary of Imam Reza
##########

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