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:
GoTouchSomeGrass314 2026-03-21 22:11:34 +01:00
parent 78053873bf
commit 8c84d64119
8 changed files with 582 additions and 116 deletions

View file

@ -7192,53 +7192,6 @@ the_tower_of_london_02 = {
flag = travel_point_of_interest_martial
}
##########
# Tower Bridge
##########
#tower_bridge_01 = {
#
# construction_time = very_slow_construction_time
#
# type_icon = "icon_structure_london_bridge.dds"
#
# can_construct_potential = {
# building_requirement_tribal = no
# }
#
# can_construct = {
# }
#
# cost_gold = 1000
#
# character_modifier = {
# cultural_head_fascination_mult = 0.10
# parochial_opinion = 5
# legitimacy_gain_mult = 0.1
# }
# province_modifier = {
# travel_danger = -30
# }
# county_modifier = {
# development_growth = 0.25
# development_growth_factor = 0.15
# tax_mult = 0.1
# county_opinion_add = 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_economic
#}
##########
# Windsor Castle
##########
@ -8997,6 +8950,538 @@ hadrians_wall_01 = {
########################################
# ZAPADOSLAVIA
########################################
##########
# Prague Castle
##########
prague_castle_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 1000
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.15
}
county_modifier = {
development_growth = 0.05
development_growth_factor = 0.10
tax_mult = 0.05
monthly_county_control_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
fort_level = 2
defender_holding_advantage = 3
}
max_garrison = 250
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
}
}
next_building = prague_castle_02
type = special
flag = travel_point_of_interest_martial
}
prague_castle_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder.culture = { has_innovation = innovation_battlements }
}
cost_gold = 1500
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.35
learning_per_piety_level = 1
}
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.20
tax_mult = 0.10
monthly_county_control_growth_factor = 0.15
}
province_modifier = {
monthly_income = 2
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.10
fort_level = 5
defender_holding_advantage = 5
}
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
}
}
next_building = prague_castle_03
type = special
flag = travel_point_of_interest_martial
}
prague_castle_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_cranes }
scope:holder.culture = { has_innovation = innovation_machicolations }
}
cost_gold = 3000
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.50
monthly_dynasty_prestige_mult = 0.05
monthly_piety = 0.25
monthly_piety_gain_mult = 0.10
learning_per_piety_level = 1
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.30
tax_mult = 0.25
monthly_county_control_growth_factor = 0.25
}
province_modifier = {
monthly_income = 4
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
stationed_siege_weapon_siege_value_mult = 0.15
fort_level = 6
defender_holding_advantage = 8
}
max_garrison = 1000
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
flag = travel_point_of_interest_religious
}
##########
# Charles University
##########
charles_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.15
cultural_head_fascination_mult = 0.05
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.20
}
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
flag = special_university
}
##########
# Communal City of Tábor
##########
communal_city_tabor_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_wartburg.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 500
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
county_holder_character_modifier = {
martial_per_prestige_level = 1
men_at_arms_maintenance = -0.10
levy_reinforcement_rate_same_faith = 0.10
}
county_modifier = {
hostile_raid_time = 0.25
tax_mult = -0.10
development_growth = 0.05
development_growth_factor = 0.05
}
province_modifier = {
monthly_income = 0.25
fort_level = 1
defender_holding_advantage = 5
levy_size = 0.30
stationed_peasant_militia_damage_mult = 0.25
stationed_peasant_militia_toughness_mult = 0.25
}
max_garrison = 100
levy = 100
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
}
}
next_building = communal_city_tabor_02
type = special
flag = travel_point_of_interest_martial
}
communal_city_tabor_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_wartburg.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1500
cost_prestige = 1500
is_enabled = {
text = holy_site_building_trigger
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
county_holder_character_modifier = {
martial_per_prestige_level = 2
men_at_arms_maintenance = -0.35
levy_reinforcement_rate_same_faith = 0.25
}
county_modifier = {
hostile_raid_time = 1
tax_mult = -0.50
development_growth = 0.15
development_growth_factor = 0.25
}
province_modifier = {
monthly_income = 0.50
fort_level = 3
defender_holding_advantage = 10
levy_size = 0.60
stationed_peasant_militia_damage_mult = 0.75
stationed_peasant_militia_toughness_mult = 0.75
}
max_garrison = 250
levy = 250
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
}
##########
# Grand Porcelain Works
##########
grand_porcelain_works_01 = {
construction_time = very_slow_construction_time
type_icon = "domicile_building_tea.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_guilds }
}
cost_gold = 800
county_holder_character_modifier = {
stewardship = 2
monthly_prestige = 0.10
monthly_prestige_gain_mult = 0.30
}
county_modifier = {
tax_mult = 0.30
development_growth = 0.20
development_growth_factor = 0.30
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_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_economic
}
##########
# Špilberk Castle
##########
spilberk_castle_01 = {
construction_time = very_slow_construction_time
type_icon = "alcazar_segovia.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 1000
county_holder_character_modifier = {
martial_per_prestige_level = 1
monthly_prestige = 0.25
monthly_prestige_gain_mult = 0.15
}
county_modifier = {
development_growth = 0.20
development_growth_factor = 0.20
tax_mult = 0.20
monthly_county_control_growth_add = 0.30
}
province_modifier = {
monthly_income = 1.50
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.20
fort_level = 3
defender_holding_advantage = 4
travel_danger = -15
}
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
}
########################################
# YUGOSLAVIJA
########################################
########################################
# MAKEDONIA
########################################
########################################
# NISTERNIA
########################################
########################################
# BALTIC
########################################
########################################
# FINLAND
########################################
########################################
# SPECIAL MILITARY BUILDINGS
########################################

View file

@ -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