Special Buildings in Czechia + slight changes to landed characters
Added: Prague Castle ; Charles University ; Communal City of Tábor ; Grand Porcelain Works ; Špilberk Castle Removed: Kutná Hora Mining Settlement ; Tower Bridge Changed the Count of Liberec, to the Count of Hradec ; Increased dev in Prague
This commit is contained in:
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8 changed files with 582 additions and 116 deletions
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@ -7192,53 +7192,6 @@ the_tower_of_london_02 = {
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flag = travel_point_of_interest_martial
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}
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##########
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# Tower Bridge
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##########
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#tower_bridge_01 = {
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#
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# construction_time = very_slow_construction_time
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#
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# type_icon = "icon_structure_london_bridge.dds"
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#
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# can_construct_potential = {
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# building_requirement_tribal = no
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# }
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#
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# can_construct = {
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# }
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#
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# cost_gold = 1000
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#
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# character_modifier = {
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# cultural_head_fascination_mult = 0.10
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# parochial_opinion = 5
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# legitimacy_gain_mult = 0.1
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# }
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# province_modifier = {
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# travel_danger = -30
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# }
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# county_modifier = {
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# development_growth = 0.25
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# development_growth_factor = 0.15
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# tax_mult = 0.1
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# county_opinion_add = 10
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# }
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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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#
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# type = special
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#
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# flag = travel_point_of_interest_economic
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#}
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##########
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# Windsor Castle
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##########
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@ -8997,6 +8950,538 @@ hadrians_wall_01 = {
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########################################
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# ZAPADOSLAVIA
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########################################
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##########
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# Prague Castle
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##########
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prague_castle_01 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_alhambra.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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}
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cost_gold = 1000
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county_holder_character_modifier = {
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monthly_dynasty_prestige = 0.15
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}
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county_modifier = {
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development_growth = 0.05
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development_growth_factor = 0.10
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tax_mult = 0.05
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monthly_county_control_growth_factor = 0.10
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}
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province_modifier = {
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monthly_income = 1
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stationed_maa_damage_mult = 0.10
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stationed_maa_toughness_mult = 0.10
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fort_level = 2
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defender_holding_advantage = 3
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}
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max_garrison = 250
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ai_value = {
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base = 100
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directive_to_fortify_modifier = yes
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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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next_building = prague_castle_02
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type = special
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flag = travel_point_of_interest_martial
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}
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prague_castle_02 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_alhambra.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_windmills }
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scope:holder.culture = { has_innovation = innovation_battlements }
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}
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cost_gold = 1500
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county_holder_character_modifier = {
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monthly_dynasty_prestige = 0.35
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learning_per_piety_level = 1
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}
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county_modifier = {
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development_growth = 0.10
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development_growth_factor = 0.20
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tax_mult = 0.10
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monthly_county_control_growth_factor = 0.15
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}
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province_modifier = {
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monthly_income = 2
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stationed_maa_damage_mult = 0.20
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stationed_maa_toughness_mult = 0.20
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stationed_siege_weapon_siege_value_mult = 0.10
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fort_level = 5
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defender_holding_advantage = 5
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}
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max_garrison = 500
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ai_value = {
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base = 100
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directive_to_fortify_modifier = yes
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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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next_building = prague_castle_03
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type = special
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flag = travel_point_of_interest_martial
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}
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prague_castle_03 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_alhambra.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_cranes }
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scope:holder.culture = { has_innovation = innovation_machicolations }
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}
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cost_gold = 3000
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county_holder_character_modifier = {
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monthly_dynasty_prestige = 0.50
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monthly_dynasty_prestige_mult = 0.05
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monthly_piety = 0.25
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monthly_piety_gain_mult = 0.10
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learning_per_piety_level = 1
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}
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county_modifier = {
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development_growth = 0.15
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development_growth_factor = 0.30
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tax_mult = 0.25
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monthly_county_control_growth_factor = 0.25
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}
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province_modifier = {
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monthly_income = 4
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stationed_maa_damage_mult = 0.25
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stationed_maa_toughness_mult = 0.25
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stationed_siege_weapon_siege_value_mult = 0.15
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fort_level = 6
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defender_holding_advantage = 8
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}
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max_garrison = 1000
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ai_value = {
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base = 100
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directive_to_fortify_modifier = yes
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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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flag = travel_point_of_interest_religious
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}
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##########
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# Charles University
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##########
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charles_university_01 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_temple_of_uppsala.dds"
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can_construct_potential = {
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scope:holder = {
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highest_held_title_tier >= tier_duchy
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prestige_level >= 4
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}
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county = {
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development_level >=30
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}
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}
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cost_gold = 1500
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effect_desc = {
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desc = unlocks_building_desc
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triggered_desc = {
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trigger = { has_dlc_feature = tours_and_tournaments }
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desc = university_toto_effect_desc
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}
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triggered_desc = {
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trigger = { has_dlc_feature = royal_court }
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desc = university_roco_effect_desc
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}
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desc = university_effect_desc
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}
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county_holder_character_modifier = {
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learning_per_prestige_level = 1
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monthly_dynasty_prestige = 0.30
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prestige_level_impact_mult = 0.15
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monthly_lifestyle_xp_gain_mult = 0.15
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cultural_head_fascination_mult = 0.05
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}
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county_modifier = {
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development_growth = 0.25
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development_growth_factor = 0.20
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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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flag = special_university
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}
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##########
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# Communal City of Tábor
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##########
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communal_city_tabor_01 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_wartburg.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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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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cost_gold = 500
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is_enabled = {
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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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county_holder_character_modifier = {
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martial_per_prestige_level = 1
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men_at_arms_maintenance = -0.10
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levy_reinforcement_rate_same_faith = 0.10
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}
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county_modifier = {
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hostile_raid_time = 0.25
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tax_mult = -0.10
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development_growth = 0.05
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development_growth_factor = 0.05
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}
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province_modifier = {
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monthly_income = 0.25
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fort_level = 1
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defender_holding_advantage = 5
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levy_size = 0.30
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stationed_peasant_militia_damage_mult = 0.25
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stationed_peasant_militia_toughness_mult = 0.25
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}
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max_garrison = 100
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levy = 100
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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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next_building = communal_city_tabor_02
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type = special
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flag = travel_point_of_interest_martial
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}
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communal_city_tabor_02 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_wartburg.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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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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cost_gold = 1500
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cost_prestige = 1500
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is_enabled = {
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text = holy_site_building_trigger
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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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county_holder_character_modifier = {
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martial_per_prestige_level = 2
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men_at_arms_maintenance = -0.35
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levy_reinforcement_rate_same_faith = 0.25
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}
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county_modifier = {
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hostile_raid_time = 1
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tax_mult = -0.50
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development_growth = 0.15
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development_growth_factor = 0.25
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}
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province_modifier = {
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monthly_income = 0.50
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fort_level = 3
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defender_holding_advantage = 10
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levy_size = 0.60
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stationed_peasant_militia_damage_mult = 0.75
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stationed_peasant_militia_toughness_mult = 0.75
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}
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max_garrison = 250
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levy = 250
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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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# Grand Porcelain Works
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##########
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grand_porcelain_works_01 = {
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construction_time = very_slow_construction_time
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type_icon = "domicile_building_tea.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_guilds }
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}
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cost_gold = 800
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county_holder_character_modifier = {
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stewardship = 2
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monthly_prestige = 0.10
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monthly_prestige_gain_mult = 0.30
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}
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county_modifier = {
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tax_mult = 0.30
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development_growth = 0.20
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development_growth_factor = 0.30
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}
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province_modifier = {
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monthly_income = 2
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}
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ai_value = {
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base = 100
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_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_economic
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}
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##########
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# Špilberk Castle
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##########
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spilberk_castle_01 = {
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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_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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}
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cost_gold = 1000
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county_holder_character_modifier = {
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martial_per_prestige_level = 1
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monthly_prestige = 0.25
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monthly_prestige_gain_mult = 0.15
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}
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county_modifier = {
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development_growth = 0.20
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development_growth_factor = 0.20
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tax_mult = 0.20
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monthly_county_control_growth_add = 0.30
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}
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province_modifier = {
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monthly_income = 1.50
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stationed_maa_damage_mult = 0.20
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stationed_maa_toughness_mult = 0.20
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stationed_siege_weapon_siege_value_mult = 0.20
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fort_level = 3
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defender_holding_advantage = 4
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travel_danger = -15
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}
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max_garrison = 500
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ai_value = {
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base = 100
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directive_to_fortify_modifier = yes
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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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# YUGOSLAVIJA
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########################################
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########################################
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# MAKEDONIA
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########################################
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########################################
|
||||
# NISTERNIA
|
||||
########################################
|
||||
|
||||
|
||||
|
||||
########################################
|
||||
# BALTIC
|
||||
########################################
|
||||
|
||||
|
||||
|
||||
########################################
|
||||
# FINLAND
|
||||
########################################
|
||||
|
||||
|
||||
|
||||
########################################
|
||||
# SPECIAL MILITARY BUILDINGS
|
||||
########################################
|
||||
|
|
|
|||
|
|
@ -618,42 +618,6 @@ GetSpecialBuildingNameFromProvince = {
|
|||
localization_key = building_rammelsberg_mines_04
|
||||
}
|
||||
|
||||
text = { # Kutna Hora Mines 1
|
||||
trigger = {
|
||||
#this = province:4161 # Caslav
|
||||
has_special_building = yes
|
||||
has_building = kutna_hora_mines_01
|
||||
}
|
||||
localization_key = building_kutna_hora_mines_01
|
||||
}
|
||||
|
||||
text = { # Kutna Hora Mines 2
|
||||
trigger = {
|
||||
#this = province:4161 # Caslav
|
||||
has_special_building = yes
|
||||
has_building = kutna_hora_mines_02
|
||||
}
|
||||
localization_key = building_kutna_hora_mines_02
|
||||
}
|
||||
|
||||
text = { # Kutna Hora Mines 3
|
||||
trigger = {
|
||||
#this = province:4161 # Caslav
|
||||
has_special_building = yes
|
||||
has_building = kutna_hora_mines_03
|
||||
}
|
||||
localization_key = building_kutna_hora_mines_03
|
||||
}
|
||||
|
||||
text = { # Kutna Hora Mines 4
|
||||
trigger = {
|
||||
#this = province:4161 # Caslav
|
||||
has_special_building = yes
|
||||
has_building = kutna_hora_mines_04
|
||||
}
|
||||
localization_key = building_kutna_hora_mines_04
|
||||
}
|
||||
|
||||
text = { # Kremnica Mines 1
|
||||
trigger = {
|
||||
#this = province:3814 # Turoc
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue