3 special buildings

Added Neuschwanstein, Hofburg and the Brandenburg Gate
This commit is contained in:
GoTouchSomeGrass314 2026-07-08 20:49:27 +02:00
parent b540aaa18e
commit 73ca4b6293
3 changed files with 189 additions and 1 deletions

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@ -9374,7 +9374,177 @@ birmingham_grand_market_03 = {
# GERMANIA
########################################
##########
# Neuschwanstein
##########
neuschwanstein_01 = {
construction_time = very_slow_construction_time
type_icon = "alcazar_segovia.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 1000
effect_desc = feast_cost_discount_max_desc
county_holder_character_modifier = {
monthly_prestige = 0.5
monthly_prestige_gain_mult = 0.1
prestige_level_impact_mult = 0.1
diplomacy_per_prestige_level = 1
courtly_tax_contribution_mult = 0.15
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
tax_mult = 0.15
}
province_modifier = {
monthly_income = 1
stationed_maa_damage_mult = 0.1
stationed_maa_toughness_mult = 0.1
fort_level = 2
defender_holding_advantage = 2
}
max_garrison = 350
ai_value = {
base = 100
directive_to_fortify_modifier = yes
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
}
##########
# Brandenburg Gate
##########
brandenburg_gate_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 = {
}
cost_gold = 1000
county_holder_character_modifier = {
maa_damage_mult = 0.1
maa_toughness_mult = 0.1
siege_weapon_siege_value_mult = 0.1
advantage = 5
martial_per_prestige_level = 1
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
tax_mult = 0.1
county_opinion_add = 20
}
province_modifier = {
monthly_income = 1.5
}
ai_value = {
base = 100
directive_to_fortify_modifier = yes
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
}
##########
# Hofburg
##########
hofburg_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_despot_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 1000
effect_desc = feast_cost_discount_max_desc
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.25
monthly_dynasty_prestige_mult = 0.25
prestige_level_impact_mult = 0.1
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.25
tax_mult = 0.2
}
province_modifier = {
monthly_income = 2
stationed_maa_damage_mult = 0.2
stationed_maa_toughness_mult = 0.15
stationed_siege_weapon_siege_value_mult = 0.15
fort_level = 4
defender_holding_advantage = 4
}
max_garrison = 500
ai_value = {
base = 100
directive_to_fortify_modifier = yes
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
}
########################################
# SCANDINAVIA