From 416876f16fc4f299b3fd45bd1b59b9e79156dbf6 Mon Sep 17 00:00:00 2001 From: Magpie490 Date: Sun, 17 Nov 2024 22:06:16 +0000 Subject: [PATCH] THELEMITES --- common/buildings/00_castle_buildings.txt | 1507 +++ common/buildings/00_city_buildings.txt | 1995 ++++ .../buildings/00_duchy_capital_buildings.txt | 2507 +++++ common/buildings/00_special_buildings.txt | 6562 +++++++++++++ .../00_standard_economy_buildings.txt | 8143 +++++++++++++++++ common/buildings/00_temple_buildings.txt | 3187 +++++++ common/buildings/00_tribal_buildings.txt | 510 ++ .../99_background_graphics_buildings.txt | 416 + common/religion/doctrines/00_core_tenets.txt | 139 + common/religion/religions/NEOW_thelema.txt | 12 +- .../icon_buildings_pyramids.dds | 3 + .../core_tenet_love_under_will.dds | 3 + .../NEOW_religion_core_tenets_l_english.yml | 14 + 13 files changed, 24992 insertions(+), 6 deletions(-) create mode 100644 common/buildings/00_castle_buildings.txt create mode 100644 common/buildings/00_city_buildings.txt create mode 100644 common/buildings/00_duchy_capital_buildings.txt create mode 100644 common/buildings/00_special_buildings.txt create mode 100644 common/buildings/00_standard_economy_buildings.txt create mode 100644 common/buildings/00_temple_buildings.txt create mode 100644 common/buildings/00_tribal_buildings.txt create mode 100644 common/buildings/99_background_graphics_buildings.txt create mode 100644 gfx/interface/icons/building_types/icon_buildings_pyramids.dds create mode 100644 gfx/interface/icons/faith_doctrines/core_tenet_love_under_will.dds diff --git a/common/buildings/00_castle_buildings.txt b/common/buildings/00_castle_buildings.txt new file mode 100644 index 00000000..b70543fc --- /dev/null +++ b/common/buildings/00_castle_buildings.txt @@ -0,0 +1,1507 @@ +@holding_illustration_western = "gfx/interface/illustrations/holding_types/castle_western.dds" +@holding_illustration_mena = "gfx/interface/illustrations/holding_types/castle_mena.dds" +@holding_illustration_india = "gfx/interface/illustrations/holding_types/castle_india.dds" +@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/castle_mediterranean.dds" +@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_castle_norse.dds" +@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_castle_iberian.dds" +@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_castle_iranian.dds" +@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_castle_byzantine.dds" +@holding_illustration_constantinople = "gfx/interface/illustrations/holding_types/ep3_castle_constantinople.dds" + +castle_01 = { + construction_time = slow_construction_time + + ### WESTERN ### + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mesh" + "building_western_castle_01_b_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mena_mesh" + "building_western_castle_01_b_mena_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mediterranean_mesh" + "building_western_castle_01_b_mediterranean_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + names = { + "building_western_castle_01_indian_mesh" + "building_western_castle_01_b_indian_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_01_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_01_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_01_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_01_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + barony_cannot_construct_holding = no + } + + can_construct = { + culture = { + has_innovation = innovation_motte + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + } + + cost_gold = main_building_tier_1_cost + next_building = castle_02 + + levy = normal_building_levy_tier_2 + max_garrison = good_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = poor_building_tax_tier_2 + fort_level = great_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 5 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.02 + monthly_dynasty_prestige = 0.01 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + flag = castle + + type_icon = "icon_building_ramparts.dds" + + on_complete = { + county.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + # Harrying logic. + if = { + limit = { + character_is_valid_for_harrying_of_the_north_trigger = yes + is_important_or_vip_struggle_character = yes + } + global_var:harrying_of_the_north = { save_scope_as = story } + if = { + limit = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes } + ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value } + } + else_if = { + limit = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes } + ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value } + } + } + } + } + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_theocracy + } + } + + modifier = { + add = 50 + county = { + NOT = { + any_county_province = { + has_building_or_higher = castle_01 + } + } + } + } + modifier = { + factor = 5 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + } +} + +castle_02 = { + construction_time = slow_construction_time + + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_02_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + name = "building_western_castle_02_mena_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_western_castle_02_mediterranean_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_western_castle_02_indian_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_02_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_02_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_02_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_02_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = main_building_tier_2_cost + next_building = castle_03 + + levy = normal_building_levy_tier_4 + max_garrison = good_building_max_garrison_tier_3 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 + province_modifier = { + monthly_income = poor_building_tax_tier_4 + fort_level = great_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 = -12 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 10 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.03 + monthly_dynasty_prestige = 0.02 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + flag = castle + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 9 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + add = 10 + scope:holder.culture = { has_cultural_era_or_later = culture_era_high_medieval } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + years_from_game_start >= 1 + } + modifier = { + factor = 0.1 + combined_building_level <= 10 + years_from_game_start >= 1 + } + modifier = { + factor = 0.3 + years_from_game_start <= 0.01 + } + } +} + +castle_03 = { + construction_time = slow_construction_time + + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_03_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + } + asset = { + type = pdxmesh + name = "building_western_castle_03_mena_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_western_castle_03_mediterranean_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_western_castle_03_indian_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_03_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_03_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_03_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_03_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_03_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_03_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_03_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_03_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = main_building_tier_3_cost + next_building = castle_04 + + levy = normal_building_levy_tier_6 + max_garrison = good_building_max_garrison_tier_5 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_6 + province_modifier = { + monthly_income = poor_building_tax_tier_6 + fort_level = great_building_fort_level_tier_3 + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_3 + travel_danger = -14 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 15 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.04 + monthly_dynasty_prestige = 0.03 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + flag = castle + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 8 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + add = 10 + scope:holder.culture = { has_cultural_era_or_later = culture_era_late_medieval } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 20 + years_from_game_start >= 1 + } + } +} + +castle_04 = { + construction_time = slow_construction_time + + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_04_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + } + asset = { + type = pdxmesh + name = "building_western_castle_04_mena_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_western_castle_04_mediterranean_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_western_castle_04_indian_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_04_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_04_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_04_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_04_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_04_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_04_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_04_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_04_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + culture = { + has_innovation = innovation_machicolations + } + } + + cost_gold = main_building_tier_4_cost + + levy = normal_building_levy_tier_8 + max_garrison = good_building_max_garrison_tier_7 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_8 + province_modifier = { + monthly_income = poor_building_tax_tier_8 + fort_level = great_building_fort_level_tier_4 + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4 + travel_danger = -16 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 20 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.05 + monthly_dynasty_prestige = 0.04 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + flag = castle + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 17 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 30 + years_from_game_start >= 1 + } + } +} diff --git a/common/buildings/00_city_buildings.txt b/common/buildings/00_city_buildings.txt new file mode 100644 index 00000000..9e40c09a --- /dev/null +++ b/common/buildings/00_city_buildings.txt @@ -0,0 +1,1995 @@ +@holding_illustration_western = "gfx/interface/illustrations/holding_types/city_western.dds" +@holding_illustration_india = "gfx/interface/illustrations/holding_types/city_india.dds" +@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/city_mediterranean.dds" +@holding_illustration_mena = "gfx/interface/illustrations/holding_types/city_mena.dds" +@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_city_norse.dds" +@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_city_iberian.dds" +@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_city_iranian.dds" +@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_city_byzantine.dds" + +city_01 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + "western_city_01_a_mesh" + "western_city_01_b_mesh" + "western_city_01_c_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mena_a_mesh" + "western_city_01_mena_b_mesh" + "western_city_01_mena_c_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "western_city_01_indian_a_mesh" + "western_city_01_indian_b_mesh" + "western_city_01_indian_c_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mediterranean_a_mesh" + "western_city_01_mediterranean_b_mesh" + "western_city_01_mediterranean_c_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_01_mesh" + ### TODO Add DLC Check + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + barony_cannot_construct_holding = no + } + + can_construct = { + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + } + cost_gold = main_building_tier_1_cost + + levy = poor_building_levy_tier_2 + max_garrison = normal_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 + province_modifier = { + monthly_income = good_building_tax_tier_2 + travel_danger = -10 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 0.25 + tax_mult = 0.01 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 5 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.05 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + flag = city + next_building = city_02 + + type_icon = "icon_building_guild_halls.dds" + + on_complete = { + county.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + } + } + + ai_value = { + base = 0 + modifier = { + add = 100 + scope:holder = { + domain_limit_available < 1 + } + } + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_theocracy + } + } + modifier = { + add = 50 + county = { + NOT = { + any_county_province = { + has_building_or_higher = city_01 + } + } + } + } + modifier = { + factor = 5 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + } +} + +city_02 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + "western_city_01_a_mesh" + "western_city_01_b_mesh" + "western_city_01_c_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mena_a_mesh" + "western_city_01_mena_b_mesh" + "western_city_01_mena_c_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "western_city_01_indian_a_mesh" + "western_city_01_indian_b_mesh" + "western_city_01_indian_c_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mediterranean_a_mesh" + "western_city_01_mediterranean_b_mesh" + "western_city_01_mediterranean_c_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1} } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_01_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_cities + } + } + + } + cost_gold = main_building_tier_2_cost + + levy = poor_building_levy_tier_4 + max_garrison = normal_building_max_garrison_tier_2 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = good_building_tax_tier_4 + travel_danger = -12 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 0.5 + tax_mult = 0.02 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 10 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.1 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + flag = city + next_building = city_03 + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + ai_value = { + base = 6 + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + } + modifier = { + factor = 0.3 + years_from_game_start <= 0.01 + } + } +} + +city_03 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + "building_western_city_02_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_02_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_cities + } + culture = { + has_innovation = innovation_manorialism + } + } + } + cost_gold = main_building_tier_3_cost + next_building = city_04 + + levy = poor_building_levy_tier_6 + max_garrison = normal_building_max_garrison_tier_3 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3 + province_modifier = { + monthly_income = good_building_tax_tier_6 + travel_danger = -14 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 0.75 + tax_mult = 0.03 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 15 + } + + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.15 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + flag = city + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + ai_value = { + base = 5 + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +city_04 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + "building_western_city_02_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_02_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_cities + } + culture = { + has_innovation = innovation_windmills + } + } + } + cost_gold = main_building_tier_4_cost + + levy = poor_building_levy_tier_8 + max_garrison = normal_building_max_garrison_tier_7 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 + province_modifier = { + monthly_income = good_building_tax_tier_8 + travel_danger = -16 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 1 + tax_mult = 0.04 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 20 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.2 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + flag = city + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + ai_value = { + base = 4 + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + + +#### +# +# City Buildings +# +#### + +### Guild Halls + +guild_halls_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = city_01 + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.05 + } + + next_building = guild_halls_02 + + type_icon = "icon_building_guild_halls.dds" + + ai_value = { + base = 500 + ai_tier_1_building_modifier = yes + modifier = { + add = 500 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = city_01 + culture = { + OR = { + has_innovation = innovation_crop_rotation + has_cultural_parameter = next_level_guild_halls + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = guild_halls_03 + ai_value = { + base = 0 + modifier = { + add = 9 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_03 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = city_02 + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = guild_halls_04 + ai_value = { + base = 0 + modifier = { + add = 8 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_04 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = city_02 + + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = guild_halls_05 + ai_value = { + base = 0 + modifier = { + add = 7 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_05 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_guilds + } + has_building_or_higher = city_03 + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + } + county_modifier = { + development_growth_factor = 0.25 + } + + next_building = guild_halls_06 + ai_value = { + base = 0 + modifier = { + add = 6 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_06 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_guilds + } + has_building_or_higher = city_03 + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + } + county_modifier = { + development_growth_factor = 0.3 + } + + next_building = guild_halls_07 + ai_value = { + base = 0 + modifier = { + add = 5 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_07 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = city_04 + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + } + county_modifier = { + development_growth_factor = 0.35 + } + + next_building = guild_halls_08 + ai_value = { + base = 0 + modifier = { + add = 4 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_08 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = city_04 + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + } + county_modifier = { + development_growth_factor = 0.4 + } + + ai_value = { + base = 0 + modifier = { + add = 3 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} diff --git a/common/buildings/00_duchy_capital_buildings.txt b/common/buildings/00_duchy_capital_buildings.txt new file mode 100644 index 00000000..d98f8015 --- /dev/null +++ b/common/buildings/00_duchy_capital_buildings.txt @@ -0,0 +1,2507 @@ +########## +# Duchy Capital Buildings +# These are built in the first barony of the first county of any duchy +# Holding the associated duchy is required both to build, and for the buildings to be enabled +########## + +# SPECIAL DUCHY BUILDINGS +# We place these at the top to make them more visible in the building interface. + + +################## +# Tower of Silence +################## +tower_of_silence_01 = { + + construction_time = slow_construction_time + + type_icon = "icon_building_tower_of_silence.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder = { + faith = { has_doctrine_parameter = can_build_towers_of_silence_active } + } + } + + is_enabled = { + custom_tooltip = { + text = tower_of_silence_01.tt.county_not_tos_users + county.faith = { has_doctrine_parameter = can_build_towers_of_silence_active } + } + custom_tooltip = { + text = tower_of_silence_01.tt.liege_not_approve_of_burial + scope:holder.liege ?= { + faith = { + NOT = { has_doctrine_parameter = can_build_towers_of_silence_active } + } + } + } + county.holder = { + has_title = prev.duchy + faith = { has_doctrine_parameter = can_build_towers_of_silence_active } + } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + same_faith_opinion = 10 + zealot_opinion = 10 + zealot_tax_contribution_mult = 0.2 + zealot_levy_contribution_mult = 0.2 + monthly_piety = 1 + owned_legend_spread_mult = 0.2 + legitimacy_gain_mult = 0.3 + } + + duchy_capital_county_modifier = { + county_opinion_add = 30 + monthly_county_control_growth_add = 0.25 + epidemic_resistance = 10 + } + + ai_value = { + base = 100 + # Fill all building slots before going for duchy buildings + modifier = { + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building +} + +################### +# Charnel Grounds # +################### + +charnel_grounds_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + can_construct_showing_failures_only = { + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + + show_disabled = no + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + county_opinion_add = 5 + epidemic_resistance = 10 + } + character_modifier = { + monthly_piety = 0.1 + stress_gain_mult = -0.1 + clergy_opinion = 5 + } + + next_building = charnel_grounds_02 + + type_icon = "icon_building_tower_of_silence_2.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + } +} + +charnel_grounds_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + can_construct_showing_failures_only = { + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + + show_disabled = no + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + county_opinion_add = 10 + epidemic_resistance = 15 + } + character_modifier = { + monthly_piety = 0.2 + stress_gain_mult = -0.15 + negate_health_penalty_add = 0.05 + clergy_opinion = 10 + } + + next_building = charnel_grounds_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +charnel_grounds_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + can_construct_showing_failures_only = { + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + + show_disabled = no + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + county_opinion_add = 15 + epidemic_resistance = 20 + } + character_modifier = { + monthly_piety = 0.3 + stress_gain_mult = -0.2 + negate_health_penalty_add = 0.1 + clergy_opinion = 15 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +################## +### Graveyards ### +################## + +burial_site_01 = { + construction_time = slow_construction_time + + type_icon = "icon_building_graveyard.dds" + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + scope:holder = { has_dlc_feature = legends_of_the_dead } + } + + can_construct_showing_failures_only = { + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + monthly_piety = 0.3 + court_grandeur_baseline_add = 2 + owned_legend_spread_mult = 0.2 + legitimacy_gain_mult = 0.1 + } + duchy_capital_county_modifier = { + monthly_county_control_growth_factor = 0.1 + county_opinion_add = 5 + epidemic_resistance = 20 + } + + next_building = burial_site_02 + + type_icon = "icon_building_graveyard.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +burial_site_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + scope:holder = { has_dlc_feature = legends_of_the_dead } + } + + can_construct_showing_failures_only = { + culture = { + has_innovation = innovation_windmills + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + monthly_piety = 0.5 + court_grandeur_baseline_add = 4 + owned_legend_spread_mult = 0.3 + legitimacy_gain_mult = 0.15 + } + duchy_capital_county_modifier = { + county_opinion_add = 10 + monthly_county_control_growth_factor = 0.2 + epidemic_resistance = 30 + } + + next_building = burial_site_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +burial_site_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + scope:holder = { has_dlc_feature = legends_of_the_dead } + } + + can_construct_showing_failures_only = { + culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + monthly_piety = 1 + court_grandeur_baseline_add = 6 + owned_legend_spread_mult = 0.4 + legitimacy_gain_mult = 0.2 + } + duchy_capital_county_modifier = { + county_opinion_add = 10 + monthly_county_control_growth_factor = 0.4 + epidemic_resistance = 40 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +############### +### Regular ### +############### +royal_garden_01 = { + construction_time = slow_construction_time + effect_desc = royal_garden_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building } + NOR = { + terrain = desert_mountains + terrain = mountains + terrain = wetlands + } + } + + can_construct_showing_failures_only = { + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.05 + stress_gain_mult = -0.10 + #Add a court grandeur bonus + court_grandeur_baseline_add = 4 + #character_capital_county_monthly_development_growth_add = 0.2 + } + duchy_capital_county_modifier = { + county_opinion_add = 5 + } + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + + next_building = royal_garden_02 + + type_icon = "icon_building_royal_gardens.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +royal_garden_02 = { + construction_time = slow_construction_time + effect_desc = royal_garden_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building } + culture = { has_innovation = innovation_windmills } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.10 + stress_gain_mult = -0.20 + #Add a court grandeur bonus + court_grandeur_baseline_add = 8 + #character_capital_county_monthly_development_growth_add = 0.4 + } + duchy_capital_county_modifier = { + county_opinion_add = 10 + } + province_modifier = { + monthly_income = good_building_tax_tier_3 + } + + next_building = royal_garden_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +royal_garden_03 = { + construction_time = slow_construction_time + effect_desc = royal_garden_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building } + culture = { has_innovation = innovation_cranes } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.15 + stress_gain_mult = -0.30 + #Add a court grandeur bonus + court_grandeur_baseline_add = 12 + #character_capital_county_monthly_development_growth_add = 0.6 + } + duchy_capital_county_modifier = { + county_opinion_add = 15 + } + province_modifier = { + monthly_income = good_building_tax_tier_4 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +# REGULAR DUCHY BUILDINGS + +military_academy_01 = { + construction_time = slow_construction_time + effect_desc = academies_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + knight_limit = 2 + knight_effectiveness_mult = 0.25 + army_maintenance_mult = -0.025 + men_at_arms_recruitment_cost = -0.1 + men_at_arms_limit = 1 + } + + next_building = military_academy_02 + + type_icon = "icon_building_military_academy.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +military_academy_02 = { + construction_time = slow_construction_time + effect_desc = academies_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + knight_limit = 4 + knight_effectiveness_mult = 0.5 + army_maintenance_mult = -0.035 + men_at_arms_recruitment_cost = -0.2 + men_at_arms_limit = 2 + } + + next_building = military_academy_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +military_academy_03 = { + construction_time = slow_construction_time + effect_desc = academies_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + knight_limit = 6 + knight_effectiveness_mult = 0.75 + army_maintenance_mult = -0.05 + men_at_arms_recruitment_cost = -0.3 + men_at_arms_limit = 3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +march_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + supply_limit_mult = 0.25 + levy_reinforcement_rate = 0.25 + garrison_size = 0.25 + hostile_raid_time = 0.2 + defender_holding_advantage = 5 + additional_fort_level = normal_building_fort_level_tier_2 + travel_danger = -10 + mountains_tax_mult = 0.15 + desert_mountains_tax_mult = 0.15 + hills_tax_mult = 0.15 + } + + next_building = march_02 + + type_icon = "icon_building_march.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +march_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + supply_limit_mult = 0.5 + levy_reinforcement_rate = 0.5 + garrison_size = 0.5 + hostile_raid_time = 0.3 + defender_holding_advantage = 10 + additional_fort_level = normal_building_fort_level_tier_4 + travel_danger = -20 + mountains_tax_mult = 0.2 + desert_mountains_tax_mult = 0.2 + hills_tax_mult = 0.2 + } + + next_building = march_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + } +} + +march_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + supply_limit_mult = 1 + levy_reinforcement_rate = 1 + garrison_size = 1 + hostile_raid_time = 0.4 + defender_holding_advantage = 15 + additional_fort_level = normal_building_fort_level_tier_6 + travel_danger = -30 + mountains_tax_mult = 0.3 + desert_mountains_tax_mult = 0.3 + hills_tax_mult = 0.3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + } +} + +siege_works_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + siege_weapon_recruitment_cost_mult = -0.15 + siege_weapon_maintenance_mult = -0.15 + } + province_modifier = { + stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_1 + stationed_siege_weapon_toughness_add = 5 + } + duchy_capital_county_modifier = { + additional_fort_level = normal_building_fort_level_tier_2 + } + + next_building = siege_works_02 + + type_icon = "icon_building_siege_works.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +siege_works_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + siege_weapon_recruitment_cost_mult = -0.3 + siege_weapon_maintenance_mult = -0.3 + } + + province_modifier = { + stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_2 + stationed_siege_weapon_toughness_add = 10 + } + duchy_capital_county_modifier = { + additional_fort_level = normal_building_fort_level_tier_4 + } + + next_building = siege_works_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + } +} + +siege_works_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + siege_weapon_recruitment_cost_mult = -0.45 + siege_weapon_maintenance_mult = -0.45 + } + + province_modifier = { + stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_3 + stationed_siege_weapon_toughness_add = 15 + } + duchy_capital_county_modifier = { + additional_fort_level = normal_building_fort_level_tier_6 + } + + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + } +} + +royal_armory_01 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_melee_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + levy_size = 0.2 + } + + character_modifier = { + army_maintenance_mult = -0.025 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + character_culture_modifier = { + parameter = better_armory_buildings + prowess = 2 + knight_effectiveness_mult = 0.15 + } + + duchy_capital_county_culture_modifier = { + parameter = better_armory_buildings + build_gold_cost = -0.1 + holding_build_gold_cost = -0.1 + } + + province_culture_modifier = { + parameter = better_armory_buildings + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = royal_armory_02 + + type_icon = "icon_building_royal_armory.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +royal_armory_02 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + character_culture_modifier = { + parameter = better_armory_buildings + prowess = 3 + knight_effectiveness_mult = 0.3 + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + levy_size = 0.3 + } + + character_modifier = { + army_maintenance_mult = -0.05 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + duchy_capital_county_culture_modifier = { + parameter = better_armory_buildings + build_gold_cost = -0.15 + holding_build_gold_cost = -0.15 + } + + province_culture_modifier = { + parameter = better_armory_buildings + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + next_building = royal_armory_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +royal_armory_03 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + character_culture_modifier = { + parameter = better_armory_buildings + prowess = 4 + knight_effectiveness_mult = 0.45 + } + + duchy_capital_county_culture_modifier = { + parameter = better_armory_buildings + build_gold_cost = -0.2 + holding_build_gold_cost = -0.2 + } + + character_modifier = { + army_maintenance_mult = -0.1 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + } + + province_culture_modifier = { + parameter = better_armory_buildings + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + levy_size = 0.4 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +jousting_lists_01 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = unlocks_building_desc + } + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_horse_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + men_at_arms_maintenance = -0.06 + } + + province_modifier = { + stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_1 + stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_1 + stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_1 + stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_1 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_1 + stationed_light_cavalry_screen_mult = high_maa_screen_tier_1 + stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_1 + stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_1 + stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_1 + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_1 + stationed_camel_cavalry_screen_mult = high_maa_screen_tier_1 + stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_1 + } + + next_building = jousting_lists_02 + + type_icon = "icon_building_jousting_lists.dds" + + type = duchy_capital + + ai_value = { + base = 20 + ai_anti_synergy_armored_infantry_modifier = yes + ai_anti_synergy_light_infantry_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Don't build unsuitable MaA-boosting duchy buildings + factor = 0 + scope:holder = { + NOR = { + number_maa_regiments_of_base_type = { + type = heavy_cavalry + value > 0 + } + number_maa_regiments_of_base_type = { + type = light_cavalry + value > 0 + } + number_maa_regiments_of_base_type = { + type = elephant_cavalry + value > 0 + } + number_maa_regiments_of_base_type = { + type = camel_cavalry + value > 0 + } + } + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +jousting_lists_02 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = unlocks_building_desc + } + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_horse_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + men_at_arms_maintenance = -0.08 + } + + province_modifier = { + stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_2 + stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_2 + stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_2 + stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_2 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_2 + stationed_light_cavalry_screen_mult = high_maa_screen_tier_2 + stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_2 + stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_2 + stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_2 + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_2 + stationed_camel_cavalry_screen_mult = high_maa_screen_tier_2 + stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_2 + } + + next_building = jousting_lists_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +jousting_lists_03 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = unlocks_building_desc + } + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_horse_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + men_at_arms_maintenance = -0.1 + } + + province_modifier = { + stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_3 + stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_3 + stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_3 + stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_3 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_3 + stationed_light_cavalry_screen_mult = high_maa_screen_tier_3 + stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_3 + stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_3 + stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_3 + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_3 + stationed_camel_cavalry_screen_mult = high_maa_screen_tier_3 + stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +blacksmiths_01 = { + construction_time = slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = blacksmiths_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = blacksmiths_roco_effect_desc + } + desc = blacksmiths_effect_desc + } + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + men_at_arms_maintenance = -0.06 + } + + province_modifier = { + stationed_pikemen_damage_mult = normal_maa_damage_tier_1 + stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_1 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1 + stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_1 + } + + character_culture_modifier = { + parameter = better_blacksmith_buildings + prowess = 2 + } + + duchy_capital_county_culture_modifier = { + parameter = better_blacksmith_buildings + supply_limit_mult = 0.25 + } + + province_culture_modifier = { + parameter = better_blacksmith_buildings + stationed_pikemen_damage_mult = normal_maa_damage_tier_1 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1 + } + + + next_building = blacksmiths_02 + + type_icon = "icon_building_blacksmiths.dds" + + type = duchy_capital + + ai_value = { + base = 20 + ai_anti_synergy_cavalry_modifier = yes + ai_anti_synergy_light_infantry_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Don't build unsuitable MaA-boosting duchy buildings + factor = 0 + scope:holder = { + NOR = { + number_maa_regiments_of_base_type = { + type = pikemen + value > 0 + } + number_maa_regiments_of_base_type = { + type = heavy_infantry + value > 0 + } + } + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +blacksmiths_02 = { + construction_time = slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = blacksmiths_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = blacksmiths_roco_effect_desc + } + desc = blacksmiths_effect_desc + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + character_culture_modifier = { + parameter = better_blacksmith_buildings + pikemen_toughness_mult = 0.05 + heavy_infantry_toughness_mult = 0.05 + prowess = 3 + } + + duchy_capital_county_culture_modifier = { + parameter = better_blacksmith_buildings + supply_limit_mult = 0.5 + } + + province_culture_modifier = { + parameter = better_blacksmith_buildings + stationed_pikemen_damage_mult = normal_maa_damage_tier_2 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2 + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + men_at_arms_maintenance = -0.08 + } + + province_modifier = { + stationed_pikemen_damage_mult = normal_maa_damage_tier_2 + stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_2 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2 + stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_2 + } + + next_building = blacksmiths_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +blacksmiths_03 = { + construction_time = slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = blacksmiths_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = blacksmiths_roco_effect_desc + } + desc = blacksmiths_effect_desc + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + character_culture_modifier = { + parameter = better_blacksmith_buildings + prowess = 4 + pikemen_toughness_mult = 0.08 + heavy_infantry_toughness_mult = 0.08 + } + + duchy_capital_county_culture_modifier = { + parameter = better_blacksmith_buildings + supply_limit_mult = 0.75 + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + men_at_arms_maintenance = -0.1 + } + + province_modifier = { + stationed_pikemen_damage_mult = normal_maa_damage_tier_3 + stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_3 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3 + stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_3 + } + + province_culture_modifier = { + parameter = better_blacksmith_buildings + stationed_pikemen_damage_mult = normal_maa_damage_tier_3 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +archery_ranges_01 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + men_at_arms_maintenance = -0.06 + } + + province_modifier = { + stationed_archers_damage_mult = very_high_maa_damage_tier_1 + stationed_archers_toughness_mult = low_maa_toughness_tier_1 + stationed_skirmishers_screen_mult = high_maa_screen_tier_1 + stationed_skirmishers_damage_mult = very_high_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_1 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_1 + stationed_archer_cavalry_screen_mult = high_maa_screen_tier_1 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1 + stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_1 + } + + next_building = archery_ranges_02 + + type_icon = "icon_building_royal_hunting_grounds.dds" + + type = duchy_capital + + ai_value = { + base = 20 + ai_anti_synergy_cavalry_modifier = yes + ai_anti_synergy_armored_infantry_modifier = yes + modifier = { + add = 10 + scope:holder = { + number_maa_regiments_of_base_type = { + type = archer_cavalry + value >= 2 + } + } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Don't build unsuitable MaA-boosting duchy buildings + factor = 0 + scope:holder = { + NOR = { + number_maa_regiments_of_base_type = { + type = archers + value > 0 + } + number_maa_regiments_of_base_type = { + type = skirmishers + value > 0 + } + number_maa_regiments_of_base_type = { + type = archer_cavalry + value > 0 + } + } + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +archery_ranges_02 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + men_at_arms_maintenance = -0.08 + } + + province_modifier = { + stationed_archers_damage_mult = very_high_maa_damage_tier_2 + stationed_archers_toughness_mult = low_maa_toughness_tier_2 + stationed_skirmishers_screen_mult = high_maa_screen_tier_2 + stationed_skirmishers_damage_mult = very_high_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_2 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_2 + stationed_archer_cavalry_screen_mult = high_maa_screen_tier_2 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2 + stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_2 + } + + next_building = archery_ranges_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +archery_ranges_03 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + men_at_arms_maintenance = -0.1 + } + + province_modifier = { + stationed_archers_damage_mult = very_high_maa_damage_tier_3 + stationed_archers_toughness_mult = low_maa_toughness_tier_3 + stationed_skirmishers_screen_mult = high_maa_screen_tier_3 + stationed_skirmishers_damage_mult = very_high_maa_damage_tier_3 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_3 + stationed_archer_cavalry_screen_mult = high_maa_screen_tier_3 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3 + stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +tax_assessor_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + tax_mult = 0.15 + } + + next_building = tax_assessor_02 + + type_icon = "icon_building_tax_assessor.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 2 + OR = { + has_building_or_higher = watermills_01 + has_building_or_higher = windmills_01 + has_building_or_higher = caravanserai_01 + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +tax_assessor_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_windmills + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + tax_mult = 0.20 + } + + next_building = tax_assessor_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +tax_assessor_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + tax_mult = 0.30 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +leisure_palace_01 = { + construction_time = slow_construction_time + effect_desc = leisure_palace_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.05 + stress_loss_mult = 0.15 + owned_hostile_scheme_success_chance_add = 5 + owned_personal_scheme_success_chance_add = 5 + } + + duchy_capital_county_modifier = { + monthly_county_control_growth_factor = 0.2 + monthly_county_control_growth_add = 0.2 + } + + next_building = leisure_palace_02 + + type_icon = "icon_building_leisure_palace.dds" + + type = duchy_capital + + ai_value = { + base = 10 + + modifier = { # This type of Duchy Capital Building should be more rare + add = 10 + scope:holder = { + OR = { # Suitable personality; cares a lot about their image or reclusive + has_trait = arrogant + has_trait = deceitful + has_trait = paranoid + has_trait = shy + has_trait = lazy + has_trait = reclusive + has_trait = profligate + } + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +leisure_palace_02 = { + construction_time = slow_construction_time + effect_desc = leisure_palace_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_windmills + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.1 + stress_loss_mult = 0.25 + owned_hostile_scheme_success_chance_add = 15 + owned_personal_scheme_success_chance_add = 15 + } + + duchy_capital_county_modifier = { + monthly_county_control_growth_factor = 0.4 + monthly_county_control_growth_add = 0.3 + } + + next_building = leisure_palace_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +leisure_palace_03 = { + construction_time = slow_construction_time + effect_desc = leisure_palace_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.15 + stress_loss_mult = 0.35 + owned_hostile_scheme_success_chance_add = 25 + owned_personal_scheme_success_chance_add = 25 + } + + duchy_capital_county_modifier = { + monthly_county_control_growth_factor = 0.6 + monthly_county_control_growth_add = 0.4 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +royal_forest_01 = { + construction_time = slow_construction_time + effect_desc = royal_reserves_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + NOR = { + terrain = steppe + terrain = desert + terrain = oasis + terrain = desert_mountains + terrain = mountains + terrain = wetlands + } + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + county_opinion_add = 5 + development_growth_factor = 0.1 + } + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + + next_building = royal_forest_02 + + type_icon = "icon_building_royal_forest.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +royal_forest_02 = { + construction_time = slow_construction_time + effect_desc = royal_reserves_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_windmills + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + county_opinion_add = 10 + development_growth_factor = 0.2 + } + province_modifier = { + monthly_income = good_building_tax_tier_3 + } + + next_building = royal_forest_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +royal_forest_03 = { + construction_time = slow_construction_time + effect_desc = royal_reserves_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + county_opinion_add = 15 + development_growth_factor = 0.3 + } + province_modifier = { + monthly_income = good_building_tax_tier_4 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +########## +# Megalith +########## +pyramids_02 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_buildings_pyramids.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder = { + faith = { + has_doctrine_parameter = can_build_pyramids + } + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + short_reign_duration_mult = -0.2 + monthly_piety_gain_mult = 0.1 + } + county_modifier = { + development_growth = 0.2 + } + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } + + type = duchy_capital + + flag = travel_point_of_interest_wonder +} +great_megalith_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_megalith.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder = { + faith = { + has_doctrine_parameter = can_build_megaliths + } + } + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.1 + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + naval_movement_speed_mult = 0.1 + } + + duchy_capital_county_modifier = { + county_opinion_add = 10 + development_growth_factor = 0.15 + } + + province_modifier = { + monthly_income = good_building_tax_tier_3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building +} diff --git a/common/buildings/00_special_buildings.txt b/common/buildings/00_special_buildings.txt new file mode 100644 index 00000000..597868de --- /dev/null +++ b/common/buildings/00_special_buildings.txt @@ -0,0 +1,6562 @@ +########### +## Generic Holy Site Buildings +########### + +holy_site_cathedral_01 = { + + asset = { + type = pdxmesh + name = "building_special_cathedral_generic_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cologne_cathedral.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 + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + 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 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + 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_religious +} + +holy_site_mosque_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_muslim.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 + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + 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 + domain_tax_different_faith_mult = 0.15 + levy_reinforcement_rate_same_faith = 0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + 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_religious +} + +holy_site_fire_temple_01 = { + + asset = { + type = entity + name = "building_special_cathedral_zoroastrian_01_a_entity" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_fire_temple.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 + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + 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 + domain_tax_different_faith_mult = 0.15 + levy_reinforcement_rate_same_faith = 0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 2 + } + + 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_religious +} + +holy_site_pagan_grand_temple_01 = { + + asset = { + type = pdxmesh + name = "building_special_cathedral_pagan_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_pagan.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 + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + 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 + knight_effectiveness_mult = 0.15 + levy_reinforcement_rate = 0.1 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + levy = 500 + 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_religious +} + +holy_site_indian_grand_temple_01 = { + + asset = { + type = pdxmesh + name = "building_special_brihadeeswarar_temple_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_indian.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 + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + 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 + different_faith_opinion = 5 + different_faith_county_opinion_mult = -0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + 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_religious +} + +holy_site_other_grand_temple_01 = { + asset = { + type = pdxmesh + name = "building_special_cathedral_generic_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_zoroastric.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 + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + 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 + men_at_arms_maintenance = -0.025 + short_reign_duration_mult = -0.1 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + 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_religious +} + + +# NOTE: the custom loc key GetSpecialBuildingNameFromProvince in 00_building_custom_localization.txt pulls from this database. If a new special building is added here, please update the custom loc key! + +########## +# Mahabodhi Temple +########## + +holy_site_mahabodhi_temple_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mahabodhi_temple.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + learning_per_piety_level = 1 + different_faith_opinion = 5 + religious_vassal_opinion = 10 + different_faith_county_opinion_mult = -0.2 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + 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_religious +} + +########## +# Imam Ali Mosque +########## + +holy_site_imam_ali_mosque_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_imam_ali_mosque.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + scope:holder.faith = { religion_tag = islam_religion } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.1 + monthly_county_control_growth_factor = 0.1 + same_faith_opinion = 5 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + 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_religious +} + +########## +# Great Mosque of Mecca +########## + +holy_site_great_mosque_of_mecca_01 = { + + asset = { + type = pdxmesh + name = "building_special_great_mosque_of_mecca_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_mecca.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.1 + monthly_county_control_growth_factor = 0.1 + same_faith_opinion = 5 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.35 + development_growth = 0.5 + } + + province_modifier = { + monthly_income = 3 + } + + 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_religious +} + +########## +# Great Mosque of Cordoba +########## + +holy_site_great_mosque_of_cordoba_01 = { + + 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 = { + religion = religion:christianity_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 + } + + 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_religious +} + +########## +# Great Mosque of Djenne +########## + +holy_site_great_mosque_of_djenne_01 = { + + asset = { + type = pdxmesh + name = "building_special_great_mosque_of_djenne_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_cordoba.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + build_gold_cost = -0.15 + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.15 + levy_size = 0.15 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + 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_religious +} + +########## +# Great Mosque of Samarra +########## + +holy_site_great_mosque_of_samarra_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_great_mosque_of_samarra_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_samarra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + build_gold_cost = -0.1 + build_speed = -0.1 + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + 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_religious +} + +########## +# Cologne Cathedral +########## + +holy_site_cologne_cathedral_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cologne_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_mult = 0.15 + monthly_dynasty_prestige_mult = 0.05 + monthly_piety_gain_per_knight_add = 0.1 + knight_effectiveness_mult = 0.2 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 2 + } + + 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_religious +} + +########## +# Canterbury Cathedral +########## + +holy_site_canterbury_cathedral_01 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "ep2_building_special_canterbury_01_mesh" + } + + type_icon = "icon_structure_canterbury_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.05 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.1 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 3 + } + + next_building = holy_site_canterbury_cathedral_02 + + 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_religious +} + +holy_site_canterbury_cathedral_02 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "ep2_building_special_canterbury_02_mesh" + } + + type_icon = "icon_structure_canterbury_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.2 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 5 + } + + next_building = holy_site_canterbury_cathedral_03 + + 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_religious +} + +holy_site_canterbury_cathedral_03 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "ep2_building_special_canterbury_03_mesh" + } + + type_icon = "icon_structure_canterbury_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.25 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.3 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.30 + development_growth = 0.3 + county_opinion_add = 5 + } + + province_modifier = { + monthly_income = 6 + } + + 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_religious +} + + +########## +# Prophetic Mosque +########## + +holy_site_prophetic_mosque_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_muslim.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + county_opinion_add = 5 + holy_order_hire_cost_mult = -0.15 + knight_effectiveness_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.75 + development_growth = 0.3 + supply_limit_mult = 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_religious +} + +########## +# Doge's Palace +########## + +doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly here to make Venice awesome, so... + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_doges_palace.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder = { + custom_tooltip = { + text = government_is_not_republic_or_admin_desc + OR = { + government_has_flag = government_is_republic + government_has_flag = government_is_administrative + } + } + } + } + + cost_gold = 1000 + + county_modifier = { + development_growth_factor = 0.3 + development_growth = 0.5 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 1 + fort_level = 3 + levy_size = 1 + monthly_income = 5 + defender_holding_advantage = 10 + travel_danger = -20 + } + + 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 +} + +########## +# Walls of Genoa +########## + +walls_of_genoa_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_walls_of_genoa.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + county_modifier = { + defender_holding_advantage = 5 + development_growth_factor = 0.1 + development_growth = 0.3 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 0.25 + fort_level = 2 + monthly_income = 3 + 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 +} + +########## +# Visby Ringmur +########## + +visby_ringmur_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_visby_ringmur.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = 500 + + county_modifier = { + defender_holding_advantage = 5 + development_growth_factor = 0.15 + development_growth = 0.3 + tax_mult = 0.15 + county_opinion_add = 5 + hostile_raid_time = 0.5 + travel_danger = -20 + } + + province_modifier = { + garrison_size = 0.25 + fort_level = 1 + } + + 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 +} + +########## +# Walls of Benin +########## + +walls_of_benin_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_walls_of_benin.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + county_modifier = { + levy_size = 0.5 + defender_holding_advantage = 5 + development_growth_factor = 0.75 + development_growth = 0.3 + tax_mult = 0.2 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 0.5 + 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 +} + +########## +# Theodosian Walls +########## + +theodosian_walls_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_theodosian_walls.dds" + + can_construct_potential = { + barony ?= title:b_constantinople + building_requirement_tribal = no + } + + cost_gold = 3000 + + max_garrison = 1000 + duchy_capital_county_modifier = { + levy_size = 0.15 + tax_mult = 0.15 + } + province_modifier = { + monthly_income = 10 + fort_level = 5 + garrison_size = 1 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.4 + development_growth_factor = 0.2 + levy_size = 0.3 + tax_mult = 0.3 + hostile_raid_time = 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 = duchy_capital +} + +########## +# Aurelian Walls +########## + +aurelian_walls_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_aurelian_walls.dds" + + can_construct_potential = { + barony ?= title:b_roma + building_requirement_tribal = no + } + + cost_gold = 3000 + + max_garrison = 500 + + duchy_capital_county_modifier = { + levy_size = 0.15 + tax_mult = 0.15 + } + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.1 + hostile_raid_time = 0.5 + } + province_modifier = { + fort_level = 3 + garrison_size = 0.5 + 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 = duchy_capital +} + +########## +# The Colosseum +########## + +the_colosseum_01 = { + + asset = { + type = pdxmesh + name = "building_special_colosseum_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_colosseum.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum building itself + } + + province_modifier = { + build_speed = -0.1 # 'Stealing' the metal from the colosseum building itself + } + + 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 +} + +########## +# Iron Pillar of Delhi +########## + +iron_pillar_of_delhi_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_iron_pillar_of_delhi.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + monthly_prestige_gain_mult = 0.05 + army_maintenance_mult = -0.05 + heavy_infantry_toughness_mult = 0.1 + heavy_cavalry_toughness_mult = 0.1 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + development_growth = 0.2 + 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_wonder +} + + + +########## +# Iron Pillar of Dhar +########## + +iron_pillar_of_dhar_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_iron_pillar_of_dhar.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 2000 + + character_modifier = { + advantage = 5 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.2 + levy_size = 0.15 + } + + 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 +} + +########## +# The Pyramids +########## + +the_pyramids_01 = { + + asset = { + type = pdxmesh + name = "building_special_pyramids_giza_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_the_pyramids.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + short_reign_duration_mult = -0.2 + } + county_modifier = { + development_growth = 0.2 + } + + 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_wonder +} + +########## +# Stonehenge +########## + +stonehenge_01 = { + + asset = { + type = pdxmesh + name = "building_special_stonehenge_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_stonehenge.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + learning = 2 + monthly_learning_lifestyle_xp_gain_mult = 0.15 + faith_conversion_piety_cost_mult = -0.2 + } + + 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_religious +} + +########## +# Offa's Dyke +########## + +offas_dyke_01 = { # For Matt Frary + + construction_time = very_slow_construction_time + + type_icon = "icon_building_palisades.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + province_modifier = { + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + + 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_minor +} + +########## +# Hadrian's Wall +########## + +hadrians_wall_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hadrians_wall.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + province_modifier = { + build_gold_cost = -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_martial_minor +} + +########## +# Petra +########## + +petra_01 = { + asset = { + type = pdxmesh + name = "building_special_petra_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_petra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + county_modifier = { + tax_mult = 0.1 + supply_limit_mult = 0.25 + development_growth = 0.2 + development_growth_factor = 0.15 + } + + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + + 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 +} + +########## +# Buddhas of Bamian +########## + +buddhas_of_bamian_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_buddhas_of_bamiyan.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + cost_gold = 3000 + + character_modifier = { + monthly_piety_gain_mult = 0.1 + diplomacy_per_piety_level = 1 + } + county_modifier = { + tax_mult = 0.1 + development_growth = 0.3 + development_growth_factor = 0.75 + } + + 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_religious +} + +########## +# Alhambra +########## + +alhambra_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_alhambra_01_mesh" + } + + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_alhambra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + next_building = alhambra_02 + + 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 +} + +alhambra_02 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_alhambra_01_mesh" + } + + + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_alhambra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_prestige_gain_mult = 0.10 + } + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + monthly_income = 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 = { + development_growth = 0.3 + development_growth_factor = 0.25 + monthly_county_control_growth_add = 1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Citadel of Aleppo +########## + +citadel_of_aleppo_01 = { + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_the_citadel_of_aleppo.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + monthly_prestige = 0.1 + } + + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + next_building = citadel_of_aleppo_02 + + 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 +} + +citadel_of_aleppo_02 = { + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_the_citadel_of_aleppo.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_prestige = 0.3 + prowess_per_piety_level = 2 + } + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + 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 = { + development_growth = 0.3 + development_growth_factor = 0.15 + } + + ai_value = { + base = 8 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# House of Wisdom +########## + +house_of_wisdom_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_house_of_wisdom_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_grand_library_of_baghdad.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + learning_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.15 + different_culture_opinion = 10 + cultural_head_fascination_mult = 0.10 + faith_creation_piety_cost_mult = -0.2 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + tax_mult = 0.2 + development_growth = 0.3 + development_growth_factor = 0.2 + } + + 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 +} + +########## +# The Tower of London +########## + +the_tower_of_london_01 = { + + asset = { + type = pdxmesh + name = "building_special_tower_of_london_mesh" + } + + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = roads_to_power } + desc = tower_of_london_pacification_effect + } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_tower_of_london.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = 1000 + + character_modifier = { + dread_gain_mult = 0.3 + } + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + 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 = { + development_growth = 0.2 + development_growth_factor = 0.1 + tax_mult = 0.05 + } + + ai_value = { + base = 8 + culture_likely_to_fortify_modifier = yes + modifier = { + factor = 5 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_castle + } + } + } + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# London Bridge +########## + +london_bridge_01 = { + + asset = { + type = pdxmesh + name = "building_special_tower_of_london_mesh" #TODO_CD_ERCC + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_london_bridge.dds" #TODO_CD_ERCC + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_development_03 + } + } + + 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_learning +} + + +########## +# Notre Dame +########## + +notre_dame_01 = { + + asset = { + type = pdxmesh + name = "building_special_notre_dame_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_notre_dame.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + religion = religion:christianity_religion + culture = { + has_innovation = innovation_windmills + } + } + } + + is_enabled = { + scope:holder = { + religion = religion:christianity_religion + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + stewardship_per_piety_level = 1 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + county_opinion_add = 5 + tax_mult = 0.2 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 2 + } + + 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_religious +} + +########## +# Brihadeeswarar Temple +########## + +brihadeeswarar_temple_01 = { + + asset = { + type = pdxmesh + name = "building_special_brihadeeswarar_temple_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_brihadeeswarar_temple.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + culture = { + has_innovation = innovation_manorialism + } + } + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + same_faith_opinion = 5 + stewardship_per_piety_level = 1 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + 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_religious +} + +########## +# Shwedagon Pagoda +########## + +shwedagon_pagoda_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shwedagon_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + clergy_opinion = 5 + tyranny_gain_mult = -0.1 + monthly_dynasty_prestige_mult = 0.05 + } + province_modifier = { + monthly_income = 2 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + 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_religious +} + +########## +# Ananda Temple +########## + +ananda_temple_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shwedagon_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning = 2 + monthly_piety_gain_mult = 0.05 + county_opinion_add = 5 + monthly_county_control_growth_factor = 0.1 + monthly_dynasty_prestige_mult = 0.05 + } + province_modifier = { + monthly_income = 3 + } + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + + 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_religious +} + +########## +# The Friday Mosque +########## + +the_friday_mosque_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_the_friday_mosque.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + religion = religion:islam_religion + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_zoroastrian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + scope:holder = { + religion = religion:zoroastrianism_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + piety_level_impact_mult = 0.5 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.25 + development_growth = 0.3 + } + + 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_religious +} + +########## +# Khajuraho +########## + +khajuraho_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_khajuraho_temples.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + different_faith_opinion = 10 + faith_conversion_piety_cost_mult = -0.2 + monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05 + } + province_modifier = { + monthly_income = 1.5 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + 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_religious +} + +########## +# Palace of Aachen +########## + +palace_of_aachen_01 = { + effect_desc = palace_of_aachen_effect_desc + + asset = { + type = pdxmesh + name = "building_special_palace_of_aachen_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_palace_of_achen.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + powerful_vassal_opinion = 5 + clergy_opinion = 5 + monthly_prestige_gain_per_happy_powerful_vassal_add = 0.1 + tyranny_gain_mult = -0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.3 + } + + 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_diplomatic +} + +########## +# Hagia Sophia +########## + +hagia_sophia_01 = { + + asset = { + type = pdxmesh + name = "building_special_hagia_sophia_mesh" + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hagia_sophia.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + intrigue_per_prestige_level = 2 + learning = 2 + knight_limit = 2 + knight_effectiveness_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = hagia_sophia_02 + + type = special + + flag = travel_point_of_interest_religious +} + +hagia_sophia_02 = { + + asset = { + type = pdxmesh + name = "building_special_hagia_sophia_minarets_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hagia_sophia.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + religion = religion:islam_religion + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + cost_piety = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + intrigue_per_prestige_level = 2 + learning = 2 + knight_limit = 2 + knight_effectiveness_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Dome of the Rock / Temple in Jerusalem +########## + +dome_of_the_rock_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_dome_of_the_rock.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + NOT = { scope:holder.religion = religion:judaism_religion } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + martial_per_piety_level = 1 + knight_effectiveness_mult = 0.2 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = temple_in_jerusalem_01 + + type = special + + flag = travel_point_of_interest_religious +} + +temple_in_jerusalem_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_temple_in_jerusalem.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 + } + } + scope:holder.religion = religion:judaism_religion + } + + is_enabled = { + custom_description = { + text = holy_site_jewish_or_holy_site_trigger + OR = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + religion = religion:judaism_religion + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + cost_piety = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + martial_per_piety_level = 1 + learning_per_prestige_level = 1 + knight_effectiveness_mult = 0.2 + same_faith_opinion = 5 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + 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_religious +} + +########## +# Hall of Heroes +########## + +hall_of_heroes_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 150 + max_garrison = 75 + cost_gold = 0 + construction_time = 0 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 1 + knight_effectiveness_mult = 0.05 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + next_building = hall_of_heroes_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_02 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 265 + max_garrison = 110 + cost_gold = 225 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 1 + knight_effectiveness_mult = 0.1 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + next_building = hall_of_heroes_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_03 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 375 + max_garrison = 150 + cost_gold = 300 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 2 + knight_effectiveness_mult = 0.15 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + next_building = hall_of_heroes_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_04 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 500 + max_garrison = 225 + cost_gold = 375 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 2 + knight_effectiveness_mult = 0.2 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + next_building = hall_of_heroes_05 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_05 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 700 + max_garrison = 260 + cost_gold = 450 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 3 + knight_effectiveness_mult = 0.25 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Universities +########## + +generic_university = { + construction_time = very_slow_construction_time + 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 + } + + type_icon = "icon_building_university.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + scope:holder = { + highest_held_title_tier >= tier_duchy + prestige_level >= 4 + } + county = { + development_level >= 30 + } + } + + show_disabled = yes + + on_complete = { + county.holder = { + save_scope_as = founder + + found_university_decision_event_effect = yes + + every_player = { + limit = { + NOT = { this = scope:founder } + is_within_diplo_range = { CHARACTER = scope:founder } + } + trigger_event = major_decisions.2002 + } + } + } + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.1 + } + + ai_value = { + base = 8 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +al_azhar_university = { + construction_time = very_slow_construction_time + 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 + } + + type_icon = "icon_structure_al-azhar_university.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + diplomacy_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + } + + 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 +} + +sankore_university = { + construction_time = very_slow_construction_time + 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 + } + + type_icon = "icon_structure_the_university_of_sankore.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + martial_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + + } + + 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 +} + +siena_university = { + construction_time = very_slow_construction_time + 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 + } + + type_icon = "icon_structure_university_of_siena.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + intrigue_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + } + + 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 +} + +nalanda_university = { + construction_time = very_slow_construction_time + 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 + } + + type_icon = "icon_structure_nalanda.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + stewardship_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + } + + 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 +} + +######## +#Sicilian_parliament +######## + +special_sicilian_parliament_01 = { + construction_time = very_slow_construction_time + + is_enabled = { + is_county_capital = yes + has_variable = variable_sicilian_parliament_county + } + + cost_gold = 1500 + + province_modifier = { + monthly_income = 1 + } + county_modifier = { + development_growth_factor = 0.25 + monthly_county_control_growth_add = 1 + county_opinion_add = 25 + } + character_modifier = { + monthly_prestige = 0.75 + } + + type_icon = "icon_building_generic_house.dds" + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_theocracy + } + } + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +######## +#Greenhouse +######## + +special_greenhouse_01 = { + construction_time = very_slow_construction_time + + is_enabled = { + has_variable = variable_greenhouse + } + + province_modifier = { + monthly_income = 1 + } + + county_modifier = { + development_growth_factor = 0.25 + county_opinion_add = 25 + } + character_modifier = { + health = 0.25 + monthly_prestige = 1 + } + + type_icon = "icon_building_generic_house.dds" + + 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 +} + +########## +# Hotin Fortress (AKA: Khotyn Fortress) +########## + +hotin_fort_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + can_construct_potential = { + } + + cost_gold = 400 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + } + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + next_building = hotin_fort_02 + + 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 +} + +hotin_fort_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + can_construct_potential = { + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 800 + + 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 + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Golden Gate of Kiev +########## + +golden_gate_of_kiev_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 = { + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_prestige_gain_mult = 0.1 + monthly_piety_gain_mult = 0.1 + } + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + fort_level = good_building_fort_level_tier_1 + defender_holding_advantage = normal_building_advantage_tier_1 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + tax_mult = 0.1 + } + + 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_wonder +} + +########## +# Heddal Stave Church +########## + +heddal_stave_church_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_cathedral_pagan.dds" + + can_construct_potential = { + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_city_planning + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_mult = 0.1 + monthly_dynasty_prestige_mult = 0.05 + knight_effectiveness_mult = 0.2 + knight_limit = 1 + } + province_modifier = { + monthly_income = 1 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 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_religious +} + +########## +# Temple of Uppsala +########## + +temple_of_uppsala_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_temple_of_uppsala.dds" + + can_construct_potential = { + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_city_planning + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_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 + men_at_arms_maintenance = -0.1 + knight_effectiveness_mult = 0.15 + } + province_modifier = { + monthly_income = 1 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + development_growth_factor = 0.2 + } + + next_building = temple_of_uppsala_02 + + 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_religious +} + +temple_of_uppsala_02 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cologne_cathedral.dds" + + can_construct_potential = { + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_manorialism + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_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 + monthly_prestige_gain_per_knight_mult = 0.02 + men_at_arms_maintenance = -0.1 + knight_effectiveness_mult = 0.2 + } + province_modifier = { + monthly_income = 2 + } + county_modifier = { + tax_mult = 0.15 + levy_size = 0.15 + development_growth_factor = 0.25 + } + + ai_value = { + base = 8 + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Lund Cathedral +########## + +lund_cathedral_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_lund_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + } + province_modifier = { + monthly_income = 2 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + 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_religious +} + +########## +# Danevirke +########## + +danevirke_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_building_palisades.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + province_modifier = { + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + + 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_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 +} + +########## +# 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 = { + religion = religion:christianity_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 + } + + 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_religious +} + +########## +# Sancutary of Imam Reza +########## + +imam_reza_shrine_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_imam_reza_shrine_01_a_mesh" + soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_imamrezashrine" } + + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_imam_reza_shrine.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.2 + learning_per_piety_level = 1 + imami_opinion = 10 + advantage_against_coreligionists = 5 + monthly_dynasty_prestige_mult = 0.05 + } + + + province_modifier = { + monthly_income = 2 + } + + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.55 + } + + 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_religious # religious tomb/complex +} + +########## +# Dome of Soltaniyeh +########## + +soltaniyeh_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_soltaniyeh_01_a_mesh" + soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_soltaniyeh" } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_soltaniyeh.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + culture = { + has_innovation = innovation_development_03 + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + monthly_dynasty_prestige_mult = 0.05 + clan_government_opinion_same_faith = 5 + cultural_head_fascination_mult = 0.1 + } + + county_modifier = { + development_growth_factor = 0.1 + } + + 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_wonder # monumental tomb +} + +########## +# Ruins of the Palace of Ctesiphon +########## + +palace_of_ctesiphon_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_palace_of_ctesiphon.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + zoroastrianism_religion_opinion = 5 + } + + county_holder_character_modifier = { + learning = 1 + } + + county_modifier = { + build_speed = -0.1 # Baghdad was constructed using stones from Ctesiphon + } + + next_building = palace_of_ctesiphon_02 + + 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_learning # ancient ruin +} + +palace_of_ctesiphon_02 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_palace_of_ctesiphon_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_palace_of_ctesiphon.dds" + + can_construct = { + scope:holder = { + AND = { + OR = { + religion = religion:zoroastrianism_religion + faith = faith:manichean + faith = faith:nestorian + faith = faith:hellenic_pagan + } + highest_held_title_tier >= tier_kingdom + is_independent_ruler = yes + } + } + } + + show_disabled = yes + + cost_gold = 2000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_prestige_gain_per_happy_powerful_vassal_add = 0.2 + diplomacy_per_piety_level = 1 + title_creation_cost_mult = -0.25 + persian_opinion = 5 + zoroastrianism_religion_opinion = 5 + } + + county_modifier = { + build_prestige_cost = -0.2 + build_gold_cost = -0.2 + } + + province_modifier = { + monthly_income = 2 + } + + 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_learning # ancient ruin +} + +########## +# Falak-ol-Aflak +########## + +falak_ol_aflak_citadel_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_falak_ol_aflak_citadel_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_falak_ol_aflak_citadel.dds" + + can_construct_potential = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + desert_mountains_attrition_mult = -0.5 + } + 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 + } + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + county_opinion_add = 10 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +########## +# Minarets of Jam +########## + +minarets_and_remains_of_jam_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_minaret_and_remains_of_jam_01_a_mesh" + soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_minaret" } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_minaret_and_remains_of_jam.dds" + + can_construct = { + scope:holder = { + religion = religion:islam_religion + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_piety_gain_per_knight_add = 0.1 + stewardship_per_prestige_level = 1 + clan_government_opinion_same_faith = 5 + } + + 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_religious # religious monument +} + +########## +# Great Wall of Gorgan +########## + +great_wall_of_gorgan_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_wall_of_gorgan.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + province_modifier = { + build_gold_cost = -0.1 + fort_level = 1 + garrison_size = 0.25 + hostile_raid_time = 0.25 + } + + 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 # wall +} + +########## +# Lake Maharloo +########## + +maharloo_lake_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_maharloo_lake_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_maharloo_lake.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + character_modifier = { + learning = 1 + stress_loss_mult = 0.1 + } + + county_modifier = { + county_opinion_add = 5 + development_growth = 0.1 + development_growth_factor = 0.6 + } + + 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 # lake +} + +########## +# Rainbow Mountains +########## + +rainbow_mountains_01 = { + effect_desc = hunting_grounds_desc + + asset = { + type = pdxmesh + name = "fp3_building_special_rainbow_mountains_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_ala_daghlar_mountains.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + county_holder_character_modifier = { + diplomacy = 1 + } + + county_modifier = { + development_growth_factor = 0.2 + tax_mult = 0.1 + } + + 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_natural_feature # mountain +} + +########## +# Mount Damavand +########## + +mount_damavand_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_mount_damavand_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mount_damavand.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + stress_loss_mult = 0.1 + mountains_travel_danger = -10 + } + + county_holder_character_modifier = { + } + + county_modifier = { + mountains_levy_size = 0.5 + travel_danger = -30 + development_growth_factor = 0.3 + } + + province_modifier = { + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + 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_natural_feature # mountain +} + +########## +# Tomb of Batsheba +########## + +tomb_of_cyrus_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_tomb_of_cyrus_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_tomb_of_cyrus.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + close_relative_opinion = 10 + negate_health_penalty_add = 0.1 + monthly_dynasty_prestige_mult = 0.05 + } + + province_modifier = { + monthly_income = 1 + } + + county_modifier = { + 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_religious # religious tomb +} + +########## +# Ark of Bukhara +########## + +ark_of_bukhara_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_ark_of_bukhara_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_ark_of_bukhara.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + drylands_attrition_mult = -0.25 + } + + 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_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.1 + hostile_raid_time = 0.25 + } + + 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 + } + } + + 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 # fortress +} + +########## +# Shah-i-Zinda +########## + +shah_i_zinda_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shah_i_zindah.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_development_01 + } + } + + cost_gold = 400 + + character_modifier = { + monthly_piety = 0.1 + learning_per_stress_level = 1 + } + + county_modifier = { + 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 + } + } + + 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 = shah_i_zinda_02 + + type = special + + flag = travel_point_of_interest_religious # religious tomb +} + +shah_i_zinda_02 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_ruins_of_ctesiphon.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 800 + + character_modifier = { + monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 + clan_government_opinion_same_faith = 5 + learning_per_stress_level = 1 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + development_growth_factor = 0.1 + development_growth = 0.2 + } + + 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 + } + } + + 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_religious # religious tomb +} + +########## +# Alamut Castle +########## + +alamut_castle_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_alamut_castle_01_a_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_alamut_castle.dds" + + can_construct_potential = { + } + + cost_gold = 400 + + province_modifier = { + travel_danger = -30 + hostile_raid_time = 2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + fort_level = good_building_fort_level_tier_3 + } + + county_modifier = { + defender_holding_advantage = 2 + monthly_county_control_growth_add = 0.5 + } + + character_modifier = { + monthly_county_control_growth_factor = 0.2 + monthly_piety = 0.2 + } + + 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 = alamut_castle_02 + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +alamut_castle_02 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_alamut_castle_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + can_construct = { + scope:holder = { + employs_court_position = master_assassin_court_position + } + } + + cost_gold = 600 + cost_piety = 400 + + character_modifier = { + max_hostile_schemes_add = 1 + monthly_piety = 0.5 + learning = 1 + monthly_county_control_growth_factor = 0.2 + } + + province_modifier = { + travel_danger = -50 + hostile_raid_time = 3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + fort_level = good_building_fort_level_tier_4 + } + + county_modifier = { + defender_holding_advantage = 4 + monthly_county_control_growth_add = 1 + } + + 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 # fortress +} + +assassin_castle_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_alamut_castle_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + cost_gold = 600 + cost_piety = 400 + + character_modifier = { + max_hostile_schemes_add = 1 + monthly_piety = 0.5 + learning = 1 + monthly_county_control_growth_factor = 0.2 + } + + province_modifier = { + travel_danger = -50 + hostile_raid_time = 3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + fort_level = good_building_fort_level_tier_4 + } + + county_modifier = { + defender_holding_advantage = 4 + monthly_county_control_growth_add = 1 + } + + 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 # fortress +} +################## +# Event Tower of Silence (typically a duchy building, this is a special for FP3 events) +################## +event_tower_of_silence_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_building_tower_of_silence.dds" + + can_construct_potential = { + always = no + } + + cost_gold = expensive_building_tier_3_cost + + county_modifier = { + county_opinion_add = 5 + development_growth_factor = 0.10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # funeral site +} + +############ EP3 ############### + +########## +# Church of the Theotokos +########## +church_of_the_theotokos = { + + asset = { + type = pdxmesh + name = "ep3_monument_parthenon_01_b_mesh" + } + type_icon = "icon_structure_parthenon_theotokos.dds" + + construction_time = slow_construction_time + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + travel_danger = -10 + 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 + + next_building = parthenon + + flag = travel_point_of_interest_religious +} + +parthenon = { + + asset = { + type = pdxmesh + name = "ep3_monument_parthenon_01_a_mesh" + } + type_icon = "icon_structure_parthenon.dds" + + construction_time = slow_construction_time + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = faith:hellenic_pagan.religion + } + + is_enabled = { + scope:holder.faith.religion = faith:hellenic_pagan.religion + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + travel_danger = -10 + 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_religious +} + +########## +# Hagios Demetrios +########## +hagios_demetrios = { + asset = { + type = pdxmesh + name = ep3_hagios_demetrios_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_hagios_demetrios.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.2 + monthly_county_control_growth_factor = 0.05 + same_faith_opinion = 5 + } + + county_modifier = { + development_growth = 0.1 + county_opinion_add = 5 + } + + province_modifier = { + monthly_income = 0.5 + } + + 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_religious +} + +########## +# Kassiopi Castle +########## +kassiopi_castle = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_kassiopi_castle.dds" + + cost_gold = 1000 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + culture = { + has_innovation = innovation_battlements + } + } + } + + character_modifier = { + monthly_influence = 0.1 + monthly_influence_mult = 0.05 + } + + county_modifier = { + hostile_raid_time = 0.5 + travel_danger = -20 + development_growth_factor = 0.2 + levy_size = 0.3 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + garrison_size = 0.2 + } + + 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 +} + +########## +# Church of St. Lazarus +########## +saint_lazarus = { + asset = { + type = pdxmesh + name = ep3_church_saint_lazarus_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_saint_lazarus.dds" + + cost_gold = 750 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + monthly_county_control_growth_factor = 0.05 + same_faith_opinion = 5 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.2 + county_opinion_add = 5 + } + + province_modifier = { + monthly_income = 0.4 + } + + 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_religious +} + +########## +# Sumela Monastery +########## +sumela_monastery_01 = { + asset = { + type = pdxmesh + name = ep3_sumela_monastery_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_sumela_monastery.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + monthly_county_control_growth_factor = 0.05 + same_faith_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.1 + county_opinion_add = 5 + tax_mult = 0.1 + } + + province_modifier = { + monthly_income = 0.2 + } + + next_building = sumela_monastery_02 + + 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_religious +} + +sumela_monastery_02 = { + asset = { + type = pdxmesh + name = ep3_sumela_monastery_01_b_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_sumela_monastery.dds" + + cost_gold = 750 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.4 + monthly_county_control_growth_factor = 0.1 + same_faith_opinion = 5 + clergy_opinion = 10 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.2 + county_opinion_add = 5 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.4 + } + + 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_religious +} + +########## +# Patras Castle +########## +patras_castle = { + asset = { + type = pdxmesh + name = ep3_patras_castle_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_patras_castle.dds" + + cost_gold = 1000 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_influence = 0.1 + monthly_influence_mult = 0.05 + } + + county_modifier = { + hostile_raid_time = 0.75 + travel_danger = -20 + development_growth_factor = 0.1 + levy_size = 0.2 + county_opinion_add = 10 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + garrison_size = 0.2 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + 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 +} + +########## +# Maiden's Tower +########## +maiden_tower = { + asset = { + type = pdxmesh + name = ep3_maidens_tower_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_maiden_tower.dds" + + cost_gold = 750 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_influence = 0.1 + monthly_influence_mult = 0.05 + } + + county_modifier = { + hostile_raid_time = 1 + travel_danger = -25 + county_opinion_add = 5 + tax_mult = 0.2 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_4 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + monthly_income = 2 + } + + 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 +} + +########## +# Despots' Palace at Mystras +########## +despot_palace = { + asset = { + type = pdxmesh + name = ep3_despots_palace_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_despot_palace.dds" + + cost_gold = 1200 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_primogeniture + has_cultural_pillar = heritage_byzantine + } + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.1 + powerful_vassal_opinion = 5 + monthly_prestige_gain_per_happy_powerful_vassal_add = 0.15 + courtly_opinion = 5 + parochial_opinion = 5 + legitimacy_gain_mult = 0.1 + monthly_influence = 0.2 + monthly_influence_mult = 0.3 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + county_opinion_add = 20 + tax_mult = 0.3 + development_growth_factor = 0.2 + } + + 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_diplomatic +} + +########## +# Meteora +########## +meteora_01 = { + asset = { + type = pdxmesh + name = ep3_meteora_01_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_meteora.dds" + + cost_gold = 500 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.2 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.1 + county_opinion_add = 10 + tax_mult = 0.1 + } + + province_modifier = { + monthly_income = 0.4 + } + + next_building = meteora_02 + + 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_religious +} + +meteora_02 = { + asset = { + type = pdxmesh + name = ep3_meteora_02_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_meteora.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.3 + monthly_county_control_growth_factor = 0.05 + clergy_opinion = 5 + parochial_opinion = 5 + zealot_opinion = 5 + zealot_tax_contribution_mult = 0.2 + zealot_levy_contribution_mult = 0.2 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + county_opinion_add = 10 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.5 + } + + 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_religious +} + +########## +# Mt. Athos +########## +mount_athos_01 = { + asset = { + type = pdxmesh + name = ep3_athos_monasteries_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_mount_athos.dds" + + cost_gold = 300 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + religious_vassal_opinion = 5 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.1 + tax_mult = 0.1 + } + + province_modifier = { + monthly_income = 0.1 + } + + next_building = mount_athos_02 + + 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_religious +} + +mount_athos_02 = { + asset = { + type = pdxmesh + name = ep3_athos_monasteries_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_mount_athos.dds" + + cost_gold = 600 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.2 + religious_vassal_opinion = 10 + zealot_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.15 + development_growth_factor = 0.15 + county_opinion_add = 5 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.3 + } + + next_building = mount_athos_03 + + 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_religious +} + +mount_athos_03 = { + asset = { + type = pdxmesh + name = ep3_athos_monasteries_01_b_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mount_athos.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.4 + cultural_head_fascination_mult = 0.10 + faith_creation_piety_cost_mult = -0.2 + religious_vassal_opinion = 10 + zealot_opinion = 10 + clergy_opinion = 10 + } + + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + county_opinion_add = 10 + tax_mult = 0.3 + } + + province_modifier = { + monthly_income = 0.4 + } + + 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_religious +} + +########## +# Sant'Apollinare Nuovo +########## +apollinare_nuovo = { + asset = { + type = pdxmesh + name = ep3_basilica_sant_apollinare_nuovo_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_apollinare_nuovo.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.2 + religious_vassal_opinion = 5 + monthly_county_control_growth_factor = 0.1 + zealot_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.25 + county_opinion_add = 10 + tax_mult = 0.3 + } + + province_modifier = { + monthly_income = 0.5 + } + + 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_religious +} + +########## +# Saint Chatherine's Monastery +########## +saint_catherine = { + asset = { + type = pdxmesh + name = ep3_saint_catherine_monastery_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_saint_catherine.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + religious_vassal_opinion = 5 + monthly_county_control_growth_factor = 0.2 + monthly_lifestyle_xp_gain_mult = 0.10 + cultural_head_fascination_mult = 0.10 + zealot_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + tax_mult = 0.3 + } + + province_modifier = { + monthly_income = 1 + fort_level = good_building_fort_level_tier_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_religious +} + +########## +# Jvari Monastery +########## +jvari_monastery = { + asset = { + type = pdxmesh + name = ep3_jvari_monastery_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_jvari_monastery.dds" + + cost_gold = 700 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 10 + monthly_county_control_growth_factor = 0.1 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.15 + tax_mult = 0.3 + county_opinion_add = 10 + } + + 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_religious +} + +########## +# Etchmiadzin Cathedral +########## +etchmiadzin_cathedral = { + asset = { + type = pdxmesh + name = ep3_etchmiadzin_cathedral_01_a_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_etchmiadzin_cathedral.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:armenian_apostolic + } + + character_modifier = { + monthly_piety = 0.4 + religious_vassal_opinion = 10 + zealot_opinion = 10 + clergy_opinion = 10 + monthly_dynasty_prestige_mult = 0.05 + same_faith_opinion = 5 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.15 + tax_mult = 0.3 + county_opinion_add = 10 + } + + 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_religious +} + +########## +# Cattolica di Stilo +########## +cattolica_stilo = { + asset = { + type = pdxmesh + name = ep3_cattolica_di_stilo_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_cattolica_stilo.dds" + + cost_gold = 750 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.5 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 5 + holy_order_hire_cost_mult = -0.15 + } + + county_modifier = { + development_growth = 0.15 + development_growth_factor = 0.15 + tax_mult = 0.1 + county_opinion_add = 10 + } + + province_modifier = { + monthly_income = 0.2 + } + + 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_religious +} + +########## +# Hosios Loukas +########## +hosios_loukas = { + construction_time = slow_construction_time + + type_icon = "icon_structure_hosios_loukas.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.2 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 5 + monthly_prestige = 0.3 + monthly_influence = 0.2 + negate_health_penalty_add = 0.05 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.2 + tax_mult = 0.4 + } + + 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_religious +} + +########## +# Church of Saint Sophia, Ohrid +########## +sofia_ohrid = { + asset = { + type = pdxmesh + name = ep3_church_saint_sophia_ohrid_01_a_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_sofia_ohrid.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 10 + monthly_county_control_growth_factor = 0.05 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.5 + } + + 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_religious +} + +########## +# Fairy Chimneys +########## +fairy_chimneys = { + asset = { + type = pdxmesh + name = ep3_fairy_chimneys_01_a_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_fairy_chimneys.dds" + + can_construct_potential = { + + } + + is_enabled = { + + } + + cost_gold = 250 + + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.2 + hostile_raid_time = 0.5 + defender_holding_advantage = 5 + } + + province_modifier = { + garrison_size = 0.1 + levy_size = 0.1 + 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_economic +} + +########## +# Cilician Gates +########## +cilician_gates = { + asset = { + type = pdxmesh + name = ep3_cilician_gates_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cilician_gates.dds" + + can_construct_potential = { + + } + + is_enabled = { + + } + + cost_gold = 500 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_influence = 0.1 + monthly_influence_mult = 0.1 + } + + county_modifier = { + hostile_raid_time = 1 + defender_holding_advantage = 5 + monthly_county_control_growth_add = 0.5 + fort_level = good_building_fort_level_tier_1 + } + + province_modifier = { + 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 +} diff --git a/common/buildings/00_standard_economy_buildings.txt b/common/buildings/00_standard_economy_buildings.txt new file mode 100644 index 00000000..620ca9c1 --- /dev/null +++ b/common/buildings/00_standard_economy_buildings.txt @@ -0,0 +1,8143 @@ +############################## +# Standard Economy Buildings # +############################## + +# Tradeports - Normal Tax, Development +# Cattle Pastures - Poor Tax, Normal Levy, Supply Limit +# Hunting Grounds - Poor Tax, Small Levy, Defensive Advantage +# Orchards - Normal Tax, Small Levy, Development +# Farm Estates - Massive Tax +# Cereal Fields - Large Tax, Mixed Bonuses +# Logging Camps - Normal Tax, Normal Build Speed +# Peat Quarries - Normal Tax, Poor Build Speed +# Hill Farms - Normal Tax, Defensive Advantage +# Elephant Pens - Normal Tax, Elephant Cavalry +# Plantations - Normal Tax +# Quarries - Poor Tax, Poor Build Speed +# Caravanserai - Late Game Building - Massive Tax, Defender Advantage, Dev Growth % and flat value, MaA maintenance and Merc hire cost +# Windmills - Late Game Building - Massive Tax, Supply Limit, Holding Taxes, Dev Growth % and flat value +# Watermills - Late Game Building - Massive Tax, Supply Limit, Building and Holding construction cost reduction, Holding Taxes, Dev Growth % and flat value +# Qanats - Cultural Building - Dev Growth % and flat value, Supply Limit, Travel bonus +# Murex Farms - Mediterranean Building - Influence, Dev Growth % and flat value, Tax + + +### caravanserai + +caravanserai_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + trigger_if = { + limit = { + NOR = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + culture = { + has_cultural_parameter = second_caravanserai + } + } + } + is_county_capital = yes + } + trigger_else_if = { + limit = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + NOT = { + culture = { + has_cultural_parameter = second_caravanserai + } + } + } + OR = { + is_county_capital = yes + AND = { + NOR = { + has_building_or_higher = watermills_01 + has_building_or_higher = caravanserai_01 + } + has_building_or_higher = city_01 + } + } + } + trigger_else_if = { + limit = { + culture = { + has_cultural_parameter = second_caravanserai + } + NOT = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + } + } + OR = { + is_county_capital = yes + AND = { + county = { + any_county_province = { + count < 2 + has_building_or_higher = caravanserai_01 + } + } + } + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + culture = { + has_cultural_parameter = second_caravanserai + } + OR = { + is_county_capital = yes + AND = { + NOR = { + has_building_or_higher = watermills_01 + has_building_or_higher = caravanserai_01 + } + has_building_or_higher = city_01 + } + AND = { + county = { + any_county_province = { + count < 2 + has_building_or_higher = caravanserai_01 + } + } + } + } + + } + } + show_disabled = yes + + can_construct = { + } + + cost_gold = expensive_building_tier_1_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_1 + defender_holding_advantage = normal_building_advantage_tier_1 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_1 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_1 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_1 + development_growth = normal_building_development_growth_tier_1 + travel_danger = -1 + } + + next_building = caravanserai_02 + + type_icon = "icon_building_caravanserai.dds" + + ai_value = { + base = 20 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + } +} + +caravanserai_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_2_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_2 + defender_holding_advantage = normal_building_advantage_tier_2 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_2 + development_growth = normal_building_development_growth_tier_2 + travel_danger = -2 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_2 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_2 + } + + next_building = caravanserai_03 + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +caravanserai_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_3 + defender_holding_advantage = normal_building_advantage_tier_3 + hostile_raid_time = 0.2 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_3 + development_growth = normal_building_development_growth_tier_3 + travel_danger = -3 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_3 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_3 + } + + next_building = caravanserai_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_04 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_4 + defender_holding_advantage = normal_building_advantage_tier_4 + hostile_raid_time = 0.4 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_4 + development_growth = normal_building_development_growth_tier_4 + travel_danger = -4 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_4 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_4 + } + + next_building = caravanserai_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_05 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_5 + defender_holding_advantage = normal_building_advantage_tier_5 + hostile_raid_time = 0.6 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_5 + development_growth = normal_building_development_growth_tier_5 + travel_danger = -5 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_5 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_5 + } + + next_building = caravanserai_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_06 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_6 + defender_holding_advantage = normal_building_advantage_tier_6 + hostile_raid_time = 0.8 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_6 + development_growth = normal_building_development_growth_tier_6 + travel_danger = -6 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_6 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_6 + #small artifact quality bonus if TIT-40761 gets implemented + } + + next_building = caravanserai_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_07 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_7_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_7 + defender_holding_advantage = normal_building_advantage_tier_7 + hostile_raid_time = 1 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_7 + development_growth = normal_building_development_growth_tier_7 + travel_danger = -7 + #small artifact quality bonus if TIT-40761 gets implemented + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_7 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_7 + } + + next_building = caravanserai_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_08 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_8_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_8 + defender_holding_advantage = normal_building_advantage_tier_8 + hostile_raid_time = 1.2 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_8 + development_growth = normal_building_development_growth_tier_8 + travel_danger = -8 + #small artifact quality bonus if TIT-40761 gets implemented + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_8 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### watermills + +watermills_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_watermills_requirement_terrain = yes + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_manorialism + } + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + } + } + is_county_capital = yes + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + OR = { + is_county_capital = yes + AND = { + NOR = { + has_building_or_higher = windmills_01 + has_building_or_higher = caravanserai_01 + } + has_building_or_higher = city_01 + } + + } + } + } + show_disabled = yes + + can_construct = { + } + + cost_gold = expensive_building_tier_1_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_1 + supply_limit_mult = 0.1 + holding_build_gold_cost = -0.05 + build_gold_cost = -0.05 + } + + county_modifier = { + development_growth = good_building_development_growth_tier_1 + } + + next_building = watermills_02 + + type_icon = "icon_building_watermills.dds" + + ai_value = { + base = 20 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + + modifier = { + factor = 10 + has_building_or_higher = windmills_01 + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + } +} + +watermills_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_watermills_requirement_terrain = yes + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_manorialism + } + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_2_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_2 + supply_limit_mult = 0.2 + holding_build_gold_cost = -0.10 + build_gold_cost = -0.10 + } + + county_modifier = { + development_growth = good_building_development_growth_tier_2 + } + + next_building = watermills_03 + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +watermills_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_watermills_requirement_terrain = yes + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + OR = { + AND = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_windmills + } + } + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_3 + supply_limit_mult = 0.3 + holding_build_gold_cost = -0.14 + build_gold_cost = -0.14 + } + + county_modifier = { + development_growth = good_building_development_growth_tier_3 + development_growth_factor = normal_building_development_growth_factor_tier_1 + tax_mult = normal_building_tax_mult_tier_1 + } + + next_building = watermills_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_04 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_watermills_requirement_terrain = yes + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + OR = { + AND = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_windmills + } + } + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_4 + supply_limit_mult = 0.4 + holding_build_gold_cost = -0.18 + build_gold_cost = -0.18 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_2 + development_growth = good_building_development_growth_tier_4 + tax_mult = normal_building_tax_mult_tier_2 + } + + next_building = watermills_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_05 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_watermills_requirement_terrain = yes + } + can_construct = { + scope:holder.culture = { + has_innovation = innovation_windmills + } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_5 + supply_limit_mult = 0.5 + holding_build_gold_cost = -0.22 + build_gold_cost = -0.22 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_3 + development_growth = good_building_development_growth_tier_5 + tax_mult = normal_building_tax_mult_tier_3 + } + + next_building = watermills_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_06 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_watermills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_6 + supply_limit_mult = 0.6 + holding_build_gold_cost = -0.24 + build_gold_cost = -0.24 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_4 + development_growth = good_building_development_growth_tier_6 + tax_mult = normal_building_tax_mult_tier_4 + } + + next_building = watermills_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_07 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_watermills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_7_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_7 + supply_limit_mult = 0.7 + holding_build_gold_cost = -0.26 + build_gold_cost = -0.26 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_5 + development_growth = good_building_development_growth_tier_7 + tax_mult = normal_building_tax_mult_tier_5 + } + + next_building = watermills_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_08 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_watermills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_8_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_8 + supply_limit_mult = 0.8 + holding_build_gold_cost = -0.30 + build_gold_cost = -0.30 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_6 + development_growth = good_building_development_growth_tier_8 + tax_mult = normal_building_tax_mult_tier_6 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### Windmills + +windmills_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_windmills_requirement_terrain = yes + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_manorialism + } + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + } + } + is_county_capital = yes + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + OR = { + is_county_capital = yes + AND = { + NOR = { + has_building_or_higher = watermills_01 + has_building_or_higher = caravanserai_01 + } + has_building_or_higher = city_01 + } + + } + } + } + show_disabled = yes + + can_construct = { + } + + cost_gold = expensive_building_tier_1_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_1 + tax_mult = good_building_tax_mult_tier_1 + supply_limit_mult = 0.1 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_1 + development_growth = good_building_development_growth_tier_1 + } + + next_building = windmills_02 + + type_icon = "icon_building_windmills.dds" + + ai_value = { + base = 20 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + + modifier = { + factor = 10 + has_building_or_higher = watermills_01 + } + modifier = { + factor = 2 + is_coastal = yes + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + } +} + +windmills_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_windmills_requirement_terrain = yes + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_manorialism + } + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_2_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_2 + tax_mult = good_building_tax_mult_tier_2 + supply_limit_mult = 0.2 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_2 + development_growth = good_building_development_growth_tier_2 + } + + next_building = windmills_03 + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +windmills_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_windmills_requirement_terrain = yes + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_windmills + } + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_3 + tax_mult = good_building_tax_mult_tier_3 + supply_limit_mult = 0.3 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_3 + development_growth = good_building_development_growth_tier_3 + } + + next_building = windmills_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_04 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_windmills_requirement_terrain = yes + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_windmills + } + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_4 + tax_mult = good_building_tax_mult_tier_4 + supply_limit_mult = 0.4 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_4 + development_growth = good_building_development_growth_tier_4 + } + + next_building = windmills_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_05 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_windmills_requirement_terrain = yes + } + can_construct = { + scope:holder.culture = { + has_innovation = innovation_windmills + } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_5 + tax_mult = good_building_tax_mult_tier_5 + supply_limit_mult = 0.5 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_5 + development_growth = good_building_development_growth_tier_5 + } + + next_building = windmills_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_06 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_windmills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_6 + tax_mult = good_building_tax_mult_tier_6 + supply_limit_mult = 0.6 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_6 + development_growth = good_building_development_growth_tier_6 + } + + next_building = windmills_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_07 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_windmills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_7_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_7 + tax_mult = good_building_tax_mult_tier_7 + supply_limit_mult = 0.7 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_7 + development_growth = good_building_development_growth_tier_7 + } + + next_building = windmills_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_08 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_windmills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_8_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_8 + tax_mult = good_building_tax_mult_tier_8 + supply_limit_mult = 0.8 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_8 + development_growth = good_building_development_growth_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### Trade Port + +common_tradeport_01 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + trigger_if = { # Sometimes tribals can into botes + limit = { + NOT = { + culture = { + has_cultural_parameter = trade_ports_enabled_for_tribals + } + } + } + + building_requirement_castle_city_church = { LEVEL = 01 } + } + trigger_else = { + OR = { + has_building_or_higher = tribe_01 + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + } + + can_construct_showing_failures_only = { + # building_requirement_tribal = no + + } + + + cost_gold = normal_building_tier_1_cost + + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.05 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.1 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.02 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = common_tradeport_02 + + type_icon = "icon_building_tradeport.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + + modifier = { + add = 5 + culture = { + has_cultural_parameter = trade_ports_enabled_for_tribals + } + } + modifier = { + add = 5 + culture = { + has_cultural_parameter = trade_ports_stationed_maa_bonus + } + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + + } +} + +common_tradeport_02 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + + + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = trade_ports_enabled_for_tribals + } + } + + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + trigger_else = { + OR = { + has_building_or_higher = tribe_01 + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_crop_rotation + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_trade_ports + + } + + } + + } + + can_construct_showing_failures_only = { + # building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.1 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.1 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.04 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + next_building = common_tradeport_03 + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +common_tradeport_03 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_manorialism + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + is_enabled = { + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + # building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.15 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.15 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.06 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + } + + next_building = common_tradeport_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_04 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_manorialism + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.2 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.15 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.08 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 1 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + } + + next_building = common_tradeport_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_05 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_guilds + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + } + county_modifier = { + development_growth_factor = 0.25 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.2 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.1 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 1 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_5 + } + + next_building = common_tradeport_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_06 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_guilds + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + } + county_modifier = { + development_growth_factor = 0.3 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.2 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.12 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 2 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_6 + } + + next_building = common_tradeport_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_07 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_cranes + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + } + county_modifier = { + development_growth_factor = 0.35 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.25 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.14 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 2 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_7 + } + + next_building = common_tradeport_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_08 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_cranes + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + } + county_modifier = { + development_growth_factor = 0.4 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.25 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.16 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 3 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### Pastures + +pastures_01 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + show_disabled = yes + + cost_gold = normal_building_tier_1_cost + + levy = small_building_levy_tier_1 + province_modifier = { + monthly_income = normal_building_tax_tier_1 + supply_limit = normal_building_supply_limit_tier_1 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.01 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_1 + tax_mult = 0.01 + levy_size = 0.01 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.01 + levy_size = 0.01 + } + + next_building = pastures_02 + + type_icon = "icon_building_pastures.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_pasture_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + factor = 4 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } +} + +pastures_02 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + levy = small_building_levy_tier_2 + province_modifier = { + monthly_income = normal_building_tax_tier_2 + supply_limit = normal_building_supply_limit_tier_2 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.02 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_2 + tax_mult = 0.01 + levy_size = 0.01 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.01 + levy_size = 0.01 + } + + next_building = pastures_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +pastures_03 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + levy = small_building_levy_tier_3 + province_modifier = { + monthly_income = normal_building_tax_tier_3 + supply_limit = normal_building_supply_limit_tier_3 + levy_reinforcement_rate = 0.1 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.03 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_3 + tax_mult = 0.02 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + levy_size = 0.02 + } + + next_building = pastures_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_04 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + levy = small_building_levy_tier_4 + province_modifier = { + monthly_income = normal_building_tax_tier_4 + supply_limit = normal_building_supply_limit_tier_4 + levy_reinforcement_rate = 0.1 + } + county_modifier = { + development_growth_factor = 0.02 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.04 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_4 + tax_mult = 0.02 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + levy_size = 0.02 + } + + next_building = pastures_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_05 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + levy = small_building_levy_tier_5 + province_modifier = { + monthly_income = normal_building_tax_tier_5 + supply_limit = normal_building_supply_limit_tier_5 + levy_reinforcement_rate = 0.1 + garrison_size = 0.05 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.05 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_5 + tax_mult = 0.03 + levy_size = 0.03 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + levy_size = 0.03 + } + county_modifier = { + development_growth_factor = 0.02 + } + + next_building = pastures_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_06 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + levy = small_building_levy_tier_6 + province_modifier = { + monthly_income = normal_building_tax_tier_6 + supply_limit = normal_building_supply_limit_tier_6 + levy_reinforcement_rate = 0.1 + garrison_size = 0.05 + } + county_modifier = { + development_growth_factor = 0.02 + county_opinion_add = 2 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.06 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_6 + tax_mult = 0.03 + levy_size = 0.03 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + levy_size = 0.03 + } + + next_building = pastures_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_07 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + levy = small_building_levy_tier_7 + province_modifier = { + monthly_income = normal_building_tax_tier_7 + supply_limit = normal_building_supply_limit_tier_7 + levy_reinforcement_rate = 0.1 + garrison_size = 0.05 + } + county_modifier = { + development_growth_factor = 0.02 + county_opinion_add = 2 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.07 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_7 + tax_mult = 0.04 + levy_size = 0.04 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + levy_size = 0.04 + } + + next_building = pastures_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_08 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + levy = small_building_levy_tier_8 + province_modifier = { + monthly_income = normal_building_tax_tier_8 + supply_limit = normal_building_supply_limit_tier_8 + levy_reinforcement_rate = 0.15 + garrison_size = 0.05 + } + county_modifier = { + development_growth_factor = 0.02 + county_opinion_add = 2 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.08 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_8 + tax_mult = 0.04 + levy_size = 0.04 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + levy_size = 0.04 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### hunting_grounds + +hunting_grounds_01 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_1_cost + + levy = poor_building_levy_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + monthly_income = poor_building_tax_tier_1 + hostile_raid_time = 0.1 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.01 + archers_recruitment_cost_mult = -0.01 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_1 + stationed_archers_toughness_mult = low_maa_toughness_tier_1 + } + + next_building = hunting_grounds_02 + + type_icon = "icon_building_hunting_grounds.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_hunting_grounds_improvement_from_culture_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_republic + } + NOT = { + has_building_or_higher = guild_halls_01 + } + } + } +} + +hunting_grounds_02 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_2_cost + + levy = poor_building_levy_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + monthly_income = poor_building_tax_tier_2 + hostile_raid_time = 0.2 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.02 + archers_recruitment_cost_mult = -0.02 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_2 + stationed_archers_toughness_mult = low_maa_toughness_tier_2 + } + + next_building = hunting_grounds_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hunting_grounds_03 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_3_cost + + levy = poor_building_levy_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + monthly_income = poor_building_tax_tier_3 + hostile_raid_time = 0.3 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.02 + archers_recruitment_cost_mult = -0.02 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_3 + stationed_archers_toughness_mult = low_maa_toughness_tier_3 + } + + next_building = hunting_grounds_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_04 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_4_cost + + levy = poor_building_levy_tier_4 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_4 + monthly_income = poor_building_tax_tier_4 + hostile_raid_time = 0.4 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.03 + archers_recruitment_cost_mult = -0.03 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_4 + stationed_archers_toughness_mult = low_maa_toughness_tier_4 + } + + next_building = hunting_grounds_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_05 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_5_cost + + levy = poor_building_levy_tier_5 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_5 + monthly_income = poor_building_tax_tier_5 + hostile_raid_time = 0.5 + } + + character_modifier = { + men_at_arms_maintenance = -0.01 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.03 + archers_recruitment_cost_mult = -0.03 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_5 + stationed_archers_toughness_mult = low_maa_toughness_tier_5 + } + + + next_building = hunting_grounds_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_06 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_6_cost + + levy = poor_building_levy_tier_6 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_6 + monthly_income = poor_building_tax_tier_6 + hostile_raid_time = 0.6 + } + + character_modifier = { + men_at_arms_maintenance = -0.01 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.03 + archers_recruitment_cost_mult = -0.03 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_6 + stationed_archers_toughness_mult = low_maa_toughness_tier_6 + } + + + next_building = hunting_grounds_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_07 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_7_cost + + levy = poor_building_levy_tier_7 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_7 + monthly_income = poor_building_tax_tier_7 + hostile_raid_time = 0.7 + } + + character_modifier = { + men_at_arms_maintenance = -0.01 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.04 + archers_recruitment_cost_mult = -0.04 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_7 + stationed_archers_toughness_mult = low_maa_toughness_tier_7 + } + + + county_modifier = { + development_growth_factor = 0.02 + } + + next_building = hunting_grounds_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_08 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_8_cost + + levy = poor_building_levy_tier_8 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_8 + monthly_income = poor_building_tax_tier_8 + hostile_raid_time = 0.8 + } + + character_modifier = { + men_at_arms_maintenance = -0.01 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.04 + archers_recruitment_cost_mult = -0.04 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_8 + stationed_archers_toughness_mult = low_maa_toughness_tier_8 + } + + + county_modifier = { + development_growth_factor = 0.02 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### orchards + +orchards_01 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + levy = small_building_levy_tier_1 + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.05 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.01 + } + + next_building = orchards_02 + + type_icon = "icon_building_orchards.dds" + + ai_value = { + base = 15 # Significantly higher than normal, they're just that good + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_orchard_improvement_from_culture_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 2 + culture = { + has_cultural_parameter = vegetarian_fruit_orchard_allowed + } + } + } +} + +orchards_02 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + levy = small_building_levy_tier_2 + province_modifier = { + monthly_income = normal_building_tax_tier_2 + levy_reinforcement_rate = 0.1 + } + county_modifier = { + development_growth_factor = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + } + + next_building = orchards_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +orchards_03 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + levy = small_building_levy_tier_3 + province_modifier = { + monthly_income = normal_building_tax_tier_3 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.15 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + supply_limit_mult = 0.1 + } + + next_building = orchards_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_04 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + levy = small_building_levy_tier_4 + province_modifier = { + monthly_income = normal_building_tax_tier_4 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.2 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + supply_limit_mult = 0.1 + } + + next_building = orchards_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_05 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + levy = small_building_levy_tier_5 + province_modifier = { + monthly_income = normal_building_tax_tier_5 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.25 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.05 + supply_limit_mult = 0.1 + } + + next_building = orchards_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_06 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + levy = small_building_levy_tier_6 + province_modifier = { + monthly_income = normal_building_tax_tier_6 + supply_limit = 1000 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.3 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + supply_limit_mult = 0.1 + } + + next_building = orchards_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_07 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + levy = small_building_levy_tier_7 + province_modifier = { + monthly_income = normal_building_tax_tier_7 + supply_limit = 1000 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.35 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.07 + supply_limit_mult = 0.1 + } + character_modifier = { + monthly_prestige = 0.1 + } + + next_building = orchards_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_08 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + levy = small_building_levy_tier_8 + province_modifier = { + monthly_income = normal_building_tax_tier_8 + supply_limit = 1000 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.4 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.08 + supply_limit_mult = 0.1 + } + character_modifier = { + monthly_prestige = 0.1 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### farm estates + +farm_estates_01 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + OR = { + AND = { + building_farm_estates_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + AND = { + has_building_or_higher = pastures_04 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + } + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 2 + } + + next_building = farm_estates_02 + + type_icon = "icon_building_farm_estates.dds" + + ai_value = { + base = 15 # Significantly higher than normal, they're just that good + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_farm_estate_improvement_from_culture_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + } +} + +farm_estates_02 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + OR = { + AND = { + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + building_farm_estates_requirement_terrain = yes + } + AND = { + has_building_or_higher = pastures_04 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } + + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_2 + supply_limit_mult = 0.15 + supply_limit = 500 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 4 + } + + next_building = farm_estates_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +farm_estates_03 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + OR = { + AND = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + building_farm_estates_requirement_terrain = yes + } + + AND = { + has_building_or_higher = pastures_04 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_3 + supply_limit_mult = 0.15 + supply_limit = 500 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + } + + county_modifier = { + development_growth_factor = 0.02 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 6 + } + + next_building = farm_estates_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_04 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + OR = { + AND = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + building_farm_estates_requirement_terrain = yes + } + + AND = { + has_building_or_higher = pastures_04 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_4 + supply_limit_mult = 0.15 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.05 + } + + county_modifier = { + development_growth_factor = 0.02 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 8 + } + + next_building = farm_estates_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_05 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + building_farm_estates_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + custom_description = { + text = TERRAIN_NOT_FARMLANDS + terrain = farmlands + } + + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_5 + supply_limit_mult = 0.15 + levy_size = 0.05 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + } + + county_modifier = { + development_growth_factor = 0.02 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 10 + } + + next_building = farm_estates_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_06 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + building_farm_estates_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + terrain = farmlands + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_6 + supply_limit_mult = 0.15 + levy_size = 0.05 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + } + + county_modifier = { + development_growth_factor = 0.05 + tax_mult = 0.01 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 12 + } + + next_building = farm_estates_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_07 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + building_farm_estates_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + terrain = farmlands + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_7 + supply_limit_mult = 0.15 + levy_size = 0.05 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.07 + } + + county_modifier = { + development_growth_factor = 0.05 + tax_mult = 0.01 + monthly_county_control_growth_add = 0.2 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 14 + } + + next_building = farm_estates_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_08 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + building_farm_estates_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + terrain = farmlands + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_8 + supply_limit_mult = 0.15 + levy_size = 0.05 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.08 + } + county_modifier = { + development_growth_factor = 0.05 + tax_mult = 0.02 + monthly_county_control_growth_add = 0.2 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 16 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### cereal_fields + +cereal_fields_01 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = good_building_tax_tier_1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + } + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 2 + } + + next_building = cereal_fields_02 + + type_icon = "icon_building_cereal_fields.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're just that good + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + add = 6 + county = { + has_county_modifier = fertile_desert_mountains_modifier + } + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + } +} + +cereal_fields_02 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + } + + county_modifier = { + tax_mult = 0.01 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 4 + } + + next_building = cereal_fields_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +cereal_fields_03 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = good_building_tax_tier_3 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + } + + county_modifier = { + tax_mult = 0.01 + supply_limit = 400 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 6 + } + + next_building = cereal_fields_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_04 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = good_building_tax_tier_4 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.01 + supply_limit = 400 + development_growth_factor = 0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 8 + } + + next_building = cereal_fields_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_05 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = good_building_tax_tier_5 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + } + + county_modifier = { + tax_mult = 0.01 + supply_limit = 400 + development_growth_factor = 0.05 + supply_limit_mult = 0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_5 + stationed_maa_toughness_mult = normal_maa_toughness_tier_5 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 10 + } + + next_building = cereal_fields_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_06 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = good_building_tax_tier_6 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.07 + } + + county_modifier = { + tax_mult = 0.01 + supply_limit = 400 + development_growth_factor = 0.05 + supply_limit_mult = 0.05 + church_holding_build_gold_cost = -0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_6 + stationed_maa_toughness_mult = normal_maa_toughness_tier_6 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 12 + } + + next_building = cereal_fields_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_07 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_guilds + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = good_building_tax_tier_7 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.08 + } + + county_modifier = { + levy_reinforcement_rate = 0.05 + tax_mult = 0.01 + supply_limit = 400 + development_growth_factor = 0.05 + supply_limit_mult = 0.05 + church_holding_build_gold_cost = -0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_7 + stationed_maa_toughness_mult = normal_maa_toughness_tier_7 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 14 + } + + next_building = cereal_fields_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_08 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_guilds + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = good_building_tax_tier_8 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.09 + } + + county_modifier = { + levy_reinforcement_rate = 0.05 + tax_mult = 0.02 + supply_limit = 1600 + development_growth_factor = 0.05 + supply_limit_mult = 0.05 + church_holding_build_gold_cost = -0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_8 + stationed_maa_toughness_mult = normal_maa_toughness_tier_8 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 16 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### logging_camps + +logging_camps_01 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + build_speed = good_building_build_speed_tier_1 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_1 + stationed_skirmishers_damage_mult = low_maa_damage_tier_1 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.02 + build_gold_cost = -0.01 + } + + next_building = logging_camps_02 + + type_icon = "icon_building_logging_camps.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're very handy for further development + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_logging_camp_improvement_from_culture_modifier = yes + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_republic + } + NOT = { + has_building_or_higher = guild_halls_01 + } + } + modifier = { + factor = 4 + scope:holder.culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } +} + +logging_camps_02 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + build_speed = good_building_build_speed_tier_2 + } + county_modifier = { + church_holding_build_gold_cost = -0.05 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_2 + stationed_skirmishers_damage_mult = low_maa_damage_tier_2 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.04 + build_gold_cost = -0.02 + } + + next_building = logging_camps_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + modifier = { + factor = 4 + scope:holder.culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } +} + +logging_camps_03 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + build_speed = good_building_build_speed_tier_3 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_3 + stationed_skirmishers_damage_mult = low_maa_damage_tier_3 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.06 + build_gold_cost = -0.03 + } + + next_building = logging_camps_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_04 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + build_speed = good_building_build_speed_tier_4 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 300 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_4 + stationed_skirmishers_damage_mult = low_maa_damage_tier_4 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.08 + build_gold_cost = -0.04 + } + + next_building = logging_camps_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_05 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + build_speed = good_building_build_speed_tier_5 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 300 + tax_mult = 0.01 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_5 + stationed_skirmishers_damage_mult = low_maa_damage_tier_5 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.1 + build_gold_cost = -0.05 + } + + next_building = logging_camps_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_06 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + build_speed = good_building_build_speed_tier_6 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 600 + tax_mult = 0.01 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_6 + stationed_skirmishers_damage_mult = low_maa_damage_tier_6 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.12 + build_gold_cost = -0.06 + } + + next_building = logging_camps_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_07 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + build_speed = good_building_build_speed_tier_7 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 600 + tax_mult = 0.02 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_7 + stationed_skirmishers_damage_mult = low_maa_damage_tier_7 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.14 + build_gold_cost = -0.07 + } + + next_building = logging_camps_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_08 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + build_speed = good_building_build_speed_tier_8 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 600 + tax_mult = 0.02 + development_growth_factor = 0.02 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_8 + stationed_skirmishers_damage_mult = low_maa_damage_tier_8 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.16 + build_gold_cost = -0.08 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### peat_quarries + +peat_quarries_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + build_speed = normal_building_build_speed_tier_1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.02 + build_gold_cost = -0.01 + } + + next_building = peat_quarries_02 + + type_icon = "icon_building_peat_quarries.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're very handy for further development + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_peat_quarries_improvement_from_culture_modifier = yes + } +} + +peat_quarries_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + build_speed = normal_building_build_speed_tier_2 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + } + + county_modifier = { + build_gold_cost = -0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.04 + build_gold_cost = -0.02 + } + + next_building = peat_quarries_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +peat_quarries_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + build_speed = normal_building_build_speed_tier_3 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + } + + county_modifier = { + build_gold_cost = -0.05 + supply_limit = 200 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.06 + build_gold_cost = -0.03 + } + + next_building = peat_quarries_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + build_speed = normal_building_build_speed_tier_4 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.05 + } + + county_modifier = { + build_gold_cost = -0.05 + supply_limit = 200 + supply_limit_mult = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.08 + build_gold_cost = -0.04 + } + + next_building = peat_quarries_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + build_speed = normal_building_build_speed_tier_5 + hostile_raid_time = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + } + + county_modifier = { + build_gold_cost = -0.05 + supply_limit = 200 + supply_limit_mult = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.10 + build_gold_cost = -0.05 + } + + next_building = peat_quarries_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + build_speed = normal_building_build_speed_tier_6 + hostile_raid_time = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.07 + } + + county_modifier = { + build_gold_cost = -0.05 + supply_limit = 200 + supply_limit_mult = 0.05 + development_growth_factor = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.12 + build_gold_cost = -0.06 + } + + next_building = peat_quarries_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + build_speed = normal_building_build_speed_tier_7 + hostile_raid_time = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.08 + } + + county_modifier = { + build_gold_cost = -0.1 + supply_limit = 200 + supply_limit_mult = 0.05 + development_growth_factor = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.14 + build_gold_cost = -0.07 + } + + next_building = peat_quarries_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + build_speed = normal_building_build_speed_tier_8 + hostile_raid_time = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.09 + } + + county_modifier = { + build_gold_cost = -0.1 + supply_limit = 600 + supply_limit_mult = 0.05 + development_growth_factor = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.16 + build_gold_cost = -0.08 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### hill_farms + +hill_farms_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.01 + counter_efficiency = 0.01 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_1 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.01 + } + + next_building = hill_farms_02 + + type_icon = "icon_building_hill_farms.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_hill_farms_improvement_from_culture_modifier = yes + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_republic + } + NOT = { + has_building_or_higher = guild_halls_01 + } + } + modifier = { + factor = 4 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } +} + +hill_farms_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + defender_holding_advantage = 1 + stationed_skirmishers_toughness_mult = 0.02 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.02 + counter_efficiency = 0.02 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_2 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.01 + } + + next_building = hill_farms_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hill_farms_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + defender_holding_advantage = 1 + stationed_skirmishers_toughness_mult = 0.02 + } + + county_modifier = { + supply_limit = 300 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.03 + counter_efficiency = 0.03 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_3 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.02 + } + + next_building = hill_farms_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 300 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.04 + counter_efficiency = 0.04 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_4 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.02 + } + + next_building = hill_farms_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 300 + supply_limit_mult = 0.02 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.05 + counter_efficiency = 0.05 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_5 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.03 + } + + next_building = hill_farms_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 300 + supply_limit_mult = 0.02 + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.06 + counter_efficiency = 0.06 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_6 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.03 + } + + next_building = hill_farms_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 600 + supply_limit_mult = 0.02 + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.07 + counter_efficiency = 0.07 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_7 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.04 + } + + next_building = hill_farms_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 600 + supply_limit_mult = 0.02 + development_growth_factor = 0.1 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.08 + counter_efficiency = 0.08 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_8 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.04 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### elephant_pens + +elephant_pens_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + build_speed = good_building_build_speed_tier_1 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_1 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.01 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.05 + } + + next_building = elephant_pens_02 + + type_icon = "icon_building_elephant_pens.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're very handy for further development + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +elephant_pens_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + build_speed = good_building_build_speed_tier_2 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_2 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.02 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.1 + } + + next_building = elephant_pens_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +elephant_pens_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + build_speed = good_building_build_speed_tier_3 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_3 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3 + } + county_modifier = { + build_gold_cost = -0.02 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.03 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.15 + } + + next_building = elephant_pens_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_04 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + build_speed = good_building_build_speed_tier_4 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_4 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_4 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4 + } + county_modifier = { + build_gold_cost = -0.02 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.04 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.20 + } + + next_building = elephant_pens_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_05 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + build_speed = good_building_build_speed_tier_5 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_5 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_5 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5 + } + county_modifier = { + build_gold_cost = -0.02 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.05 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.25 + } + + next_building = elephant_pens_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_06 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + build_speed = good_building_build_speed_tier_6 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_6 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_6 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6 + } + county_modifier = { + build_gold_cost = -0.02 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.06 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.30 + } + + next_building = elephant_pens_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_07 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + build_speed = good_building_build_speed_tier_7 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_7 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_7 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7 + } + county_modifier = { + build_gold_cost = -0.02 + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.07 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.35 + } + + next_building = elephant_pens_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_08 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + build_speed = good_building_build_speed_tier_8 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_8 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_8 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8 + } + county_modifier = { + build_gold_cost = -0.02 + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.08 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.40 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### plantations + +plantations_01 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_1 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.01 + camel_cavalry_maintenance_mult = -0.01 + light_cavalry_recruitment_cost_mult = -0.01 + camel_cavalry_recruitment_cost_mult = -0.01 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_1 + } + + next_building = plantations_02 + + type_icon = "icon_building_plantations.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_plantations_improvement_from_culture_modifier = yes + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + factor = 0 + building_pastures_requirement_terrain = yes + NOT = { + has_building_or_higher = pastures_01 + } + } + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + modifier = { + factor = 0 + has_building_or_higher = city_01 + NOT = { + has_building_or_higher = guild_halls_01 + } + } + } +} + +plantations_02 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + tax_mult = 0.01 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.02 + camel_cavalry_maintenance_mult = -0.02 + light_cavalry_recruitment_cost_mult = -0.02 + camel_cavalry_recruitment_cost_mult = -0.02 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_2 + } + + next_building = plantations_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +plantations_03 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_3 + tax_mult = 0.01 + stationed_light_cavalry_toughness_mult = 0.02 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.03 + camel_cavalry_maintenance_mult = -0.03 + light_cavalry_recruitment_cost_mult = -0.03 + camel_cavalry_recruitment_cost_mult = -0.03 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_3 + } + + next_building = plantations_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_04 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + tax_mult = 0.02 + stationed_light_cavalry_toughness_mult = 0.02 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.04 + camel_cavalry_maintenance_mult = -0.04 + light_cavalry_recruitment_cost_mult = -0.04 + camel_cavalry_recruitment_cost_mult = -0.04 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_4 + } + + next_building = plantations_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_05 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_5 + tax_mult = 0.02 + supply_limit = 200 + stationed_light_cavalry_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.02 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.05 + camel_cavalry_maintenance_mult = -0.05 + light_cavalry_recruitment_cost_mult = -0.05 + camel_cavalry_recruitment_cost_mult = -0.05 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_5 + } + + next_building = plantations_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_06 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_6 + tax_mult = 0.02 + supply_limit = 400 + stationed_light_cavalry_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.02 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.06 + camel_cavalry_maintenance_mult = -0.06 + light_cavalry_recruitment_cost_mult = -0.06 + camel_cavalry_recruitment_cost_mult = -0.06 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_6 + } + + next_building = plantations_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_07 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_7 + tax_mult = 0.02 + supply_limit = 400 + stationed_light_cavalry_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.07 + camel_cavalry_maintenance_mult = -0.07 + light_cavalry_recruitment_cost_mult = -0.07 + camel_cavalry_recruitment_cost_mult = -0.07 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_7 + } + + next_building = plantations_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_08 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_8 + tax_mult = 0.02 + supply_limit = 600 + stationed_light_cavalry_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.08 + camel_cavalry_maintenance_mult = -0.08 + light_cavalry_recruitment_cost_mult = -0.08 + camel_cavalry_recruitment_cost_mult = -0.08 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### quarries + +quarries_01 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_1 + build_speed = good_building_build_speed_tier_1 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.01 + pikemen_maintenance_mult = -0.01 + heavy_cavalry_maintenance_mult = -0.01 + men_at_arms_recruitment_cost = -0.01 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.01 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_1 + } + + next_building = quarries_02 + + type_icon = "icon_building_quarries.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're very handy for further development + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_quarries_improvement_from_culture_modifier = yes + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_republic + } + NOT = { + has_building_or_higher = guild_halls_01 + } + } + } +} + +quarries_02 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + build_speed = good_building_build_speed_tier_2 + } + character_modifier = { + men_at_arms_maintenance = -0.01 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.02 + pikemen_maintenance_mult = -0.02 + heavy_cavalry_maintenance_mult = -0.02 + men_at_arms_recruitment_cost = -0.02 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.02 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_2 + } + + next_building = quarries_03 + + ai_value = { + base = 9 + 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 upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +quarries_03 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_3 + build_speed = good_building_build_speed_tier_3 + } + county_modifier = { + development_growth_factor = 0.02 + } + character_modifier = { + men_at_arms_maintenance = -0.01 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.03 + pikemen_maintenance_mult = -0.03 + heavy_cavalry_maintenance_mult = -0.03 + men_at_arms_recruitment_cost = -0.03 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.03 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_3 + } + + next_building = quarries_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_04 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + build_speed = good_building_build_speed_tier_4 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + } + character_modifier = { + men_at_arms_maintenance = -0.01 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.04 + pikemen_maintenance_mult = -0.04 + heavy_cavalry_maintenance_mult = -0.04 + men_at_arms_recruitment_cost = -0.04 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.04 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_4 + } + + next_building = quarries_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_05 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_5 + build_speed = good_building_build_speed_tier_5 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + } + character_modifier = { + men_at_arms_maintenance = -0.02 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.05 + pikemen_maintenance_mult = -0.05 + heavy_cavalry_maintenance_mult = -0.05 + men_at_arms_recruitment_cost = -0.05 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.05 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_5 + } + + next_building = quarries_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_06 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_6 + build_speed = good_building_build_speed_tier_6 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + garrison_size = 0.1 + } + character_modifier = { + men_at_arms_maintenance = -0.02 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.06 + pikemen_maintenance_mult = -0.06 + heavy_cavalry_maintenance_mult = -0.06 + men_at_arms_recruitment_cost = -0.06 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.06 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_6 + } + + next_building = quarries_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_07 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_7 + build_speed = good_building_build_speed_tier_7 + stationed_heavy_infantry_toughness_mult = 0.02 + stationed_pikemen_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + garrison_size = 0.1 + } + character_modifier = { + men_at_arms_maintenance = -0.02 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.07 + pikemen_maintenance_mult = -0.07 + heavy_cavalry_maintenance_mult = -0.07 + men_at_arms_recruitment_cost = -0.07 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.07 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_7 + } + + next_building = quarries_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_08 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_8 + build_speed = good_building_build_speed_tier_8 + stationed_heavy_infantry_toughness_mult = 0.04 + stationed_pikemen_toughness_mult = 0.04 + stationed_heavy_cavalry_toughness_mult = 0.08 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + garrison_size = 0.1 + } + character_modifier = { + men_at_arms_maintenance = -0.02 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.08 + pikemen_maintenance_mult = -0.08 + heavy_cavalry_maintenance_mult = -0.08 + men_at_arms_recruitment_cost = -0.08 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.08 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + + +# Qanats + +qanats_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + is_enabled = { + is_county_capital = yes + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_1 + supply_limit = normal_building_supply_limit_tier_1 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_1 + development_growth = good_building_development_growth_tier_1 + travel_danger = -1 + } + + next_building = qanats_02 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 20 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + supply_limit = normal_building_supply_limit_tier_2 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_2 + development_growth = good_building_development_growth_tier_2 + travel_danger = -2 + } + + next_building = qanats_03 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_3 + supply_limit = normal_building_supply_limit_tier_3 + build_speed = normal_building_build_speed_tier_3 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_3 + development_growth = good_building_development_growth_tier_3 + travel_danger = -3 + } + + next_building = qanats_04 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + supply_limit = normal_building_supply_limit_tier_4 + build_speed = normal_building_build_speed_tier_4 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_4 + development_growth = good_building_development_growth_tier_4 + travel_danger = -4 + } + + next_building = qanats_05 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_5 + supply_limit = normal_building_supply_limit_tier_5 + build_speed = normal_building_build_speed_tier_5 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_5 + development_growth = good_building_development_growth_tier_5 + travel_danger = -5 + } + + effect_desc = unlocks_cereal_fields_and_orchards + + next_building = qanats_06 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_6 + supply_limit = normal_building_supply_limit_tier_6 + build_speed = normal_building_build_speed_tier_6 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_6 + development_growth = good_building_development_growth_tier_6 + travel_danger = -6 + } + + effect_desc = unlocks_cereal_fields_and_orchards + + next_building = qanats_07 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_7 + supply_limit = normal_building_supply_limit_tier_7 + build_speed = normal_building_build_speed_tier_7 + } + + character_modifier = { + negate_health_penalty_add = 0.1 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_7 + development_growth = good_building_development_growth_tier_7 + travel_danger = -7 + } + + effect_desc = unlocks_cereal_fields_and_orchards + + next_building = qanats_08 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_8 + supply_limit = normal_building_supply_limit_tier_8 + build_speed = normal_building_build_speed_tier_8 + } + + character_modifier = { + negate_health_penalty_add = 0.2 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_8 + development_growth = good_building_development_growth_tier_8 + travel_danger = -8 + } + + effect_desc = unlocks_cereal_fields_and_orchards + + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +# Murex Farms + +murex_farm_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_1 + development_growth = normal_building_development_growth_tier_1 + } + + character_modifier = { + monthly_influence = 0.1 + } + + next_building = murex_farm_02 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 14 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 2 + scope:holder = { + government_has_flag = government_is_administrative + } + } + } +} + +murex_farm_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_2 + development_growth = normal_building_development_growth_tier_2 + } + + character_modifier = { + monthly_influence = 0.3 + } + + next_building = murex_farm_03 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 9 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 02 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_3 + development_growth = normal_building_development_growth_tier_3 + } + + character_modifier = { + monthly_influence = 0.6 + } + + next_building = murex_farm_04 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 8 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 02 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_4 + development_growth = normal_building_development_growth_tier_4 + } + + character_modifier = { + monthly_influence = 1 + } + + next_building = murex_farm_05 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 7 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 03 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_5 + development_growth = normal_building_development_growth_tier_5 + } + + character_modifier = { + monthly_influence = 1.3 + } + + next_building = murex_farm_06 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 6 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 03 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_6 + development_growth = normal_building_development_growth_tier_6 + } + + character_modifier = { + monthly_influence = 1.8 + } + + next_building = murex_farm_07 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 5 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 04 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_7 + development_growth = normal_building_development_growth_tier_7 + } + + character_modifier = { + monthly_influence = 2.3 + } + + next_building = murex_farm_08 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 4 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 04 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_8 + development_growth = normal_building_development_growth_tier_8 + } + + character_modifier = { + monthly_influence = 3 + } + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 3 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + + diff --git a/common/buildings/00_temple_buildings.txt b/common/buildings/00_temple_buildings.txt new file mode 100644 index 00000000..c4d0dd10 --- /dev/null +++ b/common/buildings/00_temple_buildings.txt @@ -0,0 +1,3187 @@ +@illustration_christian = "gfx/interface/illustrations/holding_types/temple_christian.dds" +@illustration_generic_grass = "gfx/interface/illustrations/holding_types/temple_generic_grass.dds" +@illustration_generic_arid = "gfx/interface/illustrations/holding_types/temple_generic_arid.dds" +@illustration_india = "gfx/interface/illustrations/holding_types/temple_india.dds" +@illustration_islamic = "gfx/interface/illustrations/holding_types/temple_islamic.dds" +@illustration_orthodox = "gfx/interface/illustrations/holding_types/temple_orthodox.dds" +@illustration_northern_pagan = "gfx/interface/illustrations/holding_types/temple_northern_pagan.dds" +@illustration_iberian_christian = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_christian.dds" +@illustration_iberian_islamic = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_islamic.dds" +@illustration_iranian_zoroastrian = "gfx/interface/illustrations/holding_types/fp3_temple_iranian_zoroastrian.dds" + +temple_01 = { + construction_time = slow_construction_time + + ### GENERIC ### + asset = { + type = pdxmesh + name = "building_western_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mena" } + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "pagan_gfx" } + } + + ### DHARMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ORTHODOX ### + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### CATHOLIC ### + asset = { + type = pdxmesh + name = "building_western_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ISLAMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mena" } + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP3 Zoroastrian + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = entity + name = "fp3_building_persian_temple_01_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } ##todo_cd_polish fix + graphical_faiths = { "zoroastrian_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + can_construct_potential = { + barony_cannot_construct_holding = no + } + + can_construct = { + trigger_if = { + limit = { + NOR = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_city_planning + } + } + trigger_else = { + scope:holder.culture = { + OR = { + has_cultural_parameter = tribals_can_into_temples + has_cultural_parameter = temple_next_level + } + } + } + + } + + can_construct_showing_failures_only = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + } + } + } + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + } + } + } + cost_gold = main_building_tier_1_cost + next_building = temple_02 + + levy = poor_building_levy_tier_1 + max_garrison = normal_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 + province_modifier = { + monthly_income = normal_building_tax_tier_3 + stationed_maa_damage_mult = low_maa_damage_tier_1 + stationed_maa_toughness_mult = low_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_1 + travel_danger = -10 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + flag = temple + + type_icon = "icon_building_monastic_schools.dds" + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = major_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = extra_piety_from_temple_construction + } + } + county.holder = { add_piety = omega_piety_gain } + } + else = { + county.holder = { add_piety = massive_piety_gain } + } + save_scope_as = temple_location + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 5 + desc = fervor_gain_built_temple_holding + } + } + } + else = { + county.holder.faith = { + change_fervor = { + value = 1 + desc = fervor_gain_built_temple_holding + } + } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = prestige_from_temple_construction + } + } + county.holder = { add_prestige = massive_prestige_gain } + } + + #Holy Legend Seed drop + if = { + limit = { + county.holder = { has_dlc_feature = legends } + county.holder = { + NOR = { + has_game_rule = historical_legends_only + has_personal_legend_seed = holy + } + } + } + random = { + chance = { + value = 10 + if = { + limit = { county.holder.piety_level >= high_piety_level } + add = 15 #25% + } + if = { + limit = { county.holder.piety_level >= max_piety_level } + add = 25 #50% + } + } + county.holder = { + send_interface_toast = { + type = msg_legend_seed_created + title = holy_seed_toast + left_icon = root.barony + create_legend_seed = { + type = holy + quality = famed + chronicle = saintly_building + properties = { + location = prev + religion = this.religion + faith = this.faith + } + } + } + } + } + } + + #to give follow-up to the vassal.1001 event + hidden_effect = { + if = { + limit = { + exists = province_owner + } + province_owner = { + save_scope_as = owner_of_province + + scope:owner_of_province = { + if = { #Religious liege asked me to build a temple + limit = { + exists = var:promised_to_build_temple + var:promised_to_build_temple = { + is_alive = yes + faith = scope:owner_of_province.faith + } + has_character_flag = promised_liege_temple + } + trigger_event = vassal.1010 + } + if = { #Religious vassal asked me to build a temple + limit = { + exists = var:promised_to_build_temple + var:promised_to_build_temple = { + is_alive = yes + faith = scope:owner_of_province.faith + } + has_character_flag = promised_vassal_temple + } + trigger_event = vassal.1110 + } + + #To remove the variables if the character has died or someone has changed their faith + if = { + limit = { + exists = var:promised_to_build_temple + OR = { + var:promised_to_build_temple = { is_alive = no } + NOT = { faith = scope:owner_of_province.faith } + } + } + remove_variable = promised_to_build_temple + } + } + } + } + } + county.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = zealot + } + add_opinion = { + target = prev + modifier = zealot_approves_temple_construction_opinion + } + } + } + } + } + } + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + NOT = { government_has_flag = government_is_theocracy } + } + } + modifier = { + add = 50 + county = { + NOT = { + any_county_province = { + has_building_or_higher = temple_01 + } + } + } + } + } +} + +temple_02 = { + construction_time = slow_construction_time + + ### GENERIC ### + asset = { + type = pdxmesh + name = "building_western_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mena" } + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "pagan_gfx" } + } + + ### DHARMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ORTHODOX ### + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### CATHOLIC ### + asset = { + type = pdxmesh + name = "building_western_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ISLAMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mena" } + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP3 Zoroastrian + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = entity + name = "fp3_building_persian_temple_01_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } ##todo_cd_polish fix + graphical_faiths = { "zoroastrian_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + has_innovation = innovation_city_planning + } + } + } + cost_gold = main_building_tier_2_cost + next_building = temple_03 + + levy = poor_building_levy_tier_3 + max_garrison = normal_building_max_garrison_tier_3 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = normal_building_tax_tier_5 + stationed_maa_damage_mult = low_maa_damage_tier_2 + stationed_maa_toughness_mult = low_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_2 + travel_danger = -12 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + flag = temple + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = zealot + } + add_opinion = { + target = prev + modifier = zealot_approves_temple_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 6 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + } + modifier = { + factor = 0.1 + combined_building_level <= 10 + years_from_game_start >= 1 + } + modifier = { + factor = 0.3 + years_from_game_start <= 0.05 + } + } +} + +temple_03 = { + construction_time = slow_construction_time + + ### GENERIC ### + asset = { + type = pdxmesh + name = "building_western_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_mena" } + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_02_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "pagan_gfx" } + } + + ### DHARMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ORTHODOX ### + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### CATHOLIC ### + asset = { + type = pdxmesh + name = "building_western_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ISLAMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mena" } + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP3 Zoroastrian + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = entity + name = "fp3_building_persian_temple_02_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } ##todo_cd_polish fix + graphical_faiths = { "zoroastrian_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + has_innovation = innovation_manorialism + } + } + } + cost_gold = main_building_tier_3_cost + next_building = temple_04 + + levy = poor_building_levy_tier_5 + max_garrison = normal_building_max_garrison_tier_5 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3 + province_modifier = { + monthly_income = normal_building_tax_tier_7 + stationed_maa_damage_mult = low_maa_damage_tier_3 + stationed_maa_toughness_mult = low_maa_toughness_tier_3 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_3 + travel_danger = -14 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + flag = temple + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = zealot + } + add_opinion = { + target = prev + modifier = zealot_approves_temple_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 5 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 20 + years_from_game_start >= 1 + } + } +} + +temple_04 = { + construction_time = slow_construction_time + + ### GENERIC ### + asset = { + type = pdxmesh + name = "building_western_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_mena" } + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_02_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "pagan_gfx" } + } + + ### DHARMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ORTHODOX ### + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### CATHOLIC ### + asset = { + type = pdxmesh + name = "building_western_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ISLAMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mena" } + } + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP3 Zoroastrian + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = entity + name = "fp3_building_persian_temple_02_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } ##todo_cd_polish fix + graphical_faiths = { "zoroastrian_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + has_innovation = innovation_windmills + } + } + } + cost_gold = main_building_tier_4_cost + + levy = poor_building_levy_tier_7 + max_garrison = normal_building_max_garrison_tier_7 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 + province_modifier = { + monthly_income = good_building_tax_tier_6 + stationed_maa_damage_mult = low_maa_damage_tier_4 + stationed_maa_toughness_mult = low_maa_toughness_tier_4 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_4 + travel_danger = -16 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + flag = temple + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = zealot + } + add_opinion = { + target = prev + modifier = zealot_approves_temple_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 4 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 30 + years_from_game_start >= 1 + } + } +} + +#### +# +# Temple Buildings +# +#### + +### Scriptorium + +scriptorium_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.05 + legitimacy_gain_mult = 0.01 + } + + character_modifier = { + monthly_piety = 0.1 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + } + + next_building = scriptorium_02 + + type_icon = "icon_building_library.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + modifier = { + add = 250 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + modifier = { + factor = 0 + NOT = { + has_building_or_higher = monastic_schools_01 + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + } +} + +scriptorium_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + culture = { + has_innovation = innovation_city_planning + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.1 + legitimacy_gain_mult = 0.02 + } + + character_modifier = { + monthly_piety = 0.2 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + } + + next_building = scriptorium_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_03 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_02 + culture = { + has_innovation = innovation_manorialism + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.15 + legitimacy_gain_mult = 0.03 + } + + character_modifier = { + monthly_piety = 0.3 + } + county_modifier = { + monthly_county_control_growth_add = 0.3 + } + + next_building = scriptorium_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_04 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_02 + culture = { + has_innovation = innovation_manorialism + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.2 + legitimacy_gain_mult = 0.04 + } + + character_modifier = { + monthly_piety = 0.4 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + } + + next_building = scriptorium_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_05 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_03 + culture = { + has_innovation = innovation_windmills + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.25 + legitimacy_gain_mult = 0.05 + } + + character_modifier = { + monthly_piety = 0.5 + } + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + + next_building = scriptorium_06 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_06 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_03 + culture = { + has_innovation = innovation_windmills + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.3 + legitimacy_gain_mult = 0.06 + } + + character_modifier = { + monthly_piety = 0.6 + } + county_modifier = { + monthly_county_control_growth_add = 0.6 + } + + next_building = scriptorium_07 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_07 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_04 + culture = { + has_innovation = innovation_cranes + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.35 + legitimacy_gain_mult = 0.07 + } + + character_modifier = { + monthly_piety = 0.7 + } + county_modifier = { + monthly_county_control_growth_add = 0.7 + } + + next_building = scriptorium_08 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_08 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_03 + culture = { + has_innovation = innovation_cranes + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.4 + legitimacy_gain_mult = 0.08 + } + + character_modifier = { + monthly_piety = 0.8 + } + county_modifier = { + monthly_county_control_growth_add = 0.8 + } + + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +### Monastic School + +monastic_schools_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + } + + can_construct_showing_failures_only = { + #building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + character_modifier = { + monthly_piety = 0.1 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + } + province_modifier = { + monthly_income = poor_building_tax_tier_1 + epidemic_resistance = 4 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.1 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 1 + } + + next_building = monastic_schools_02 + + type_icon = "icon_building_monastic_schools.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +monastic_schools_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + culture = { + OR = { + has_innovation = innovation_city_planning + has_cultural_parameter = next_level_monasteries + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + character_modifier = { + monthly_piety = 0.2 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + } + province_modifier = { + monthly_income = poor_building_tax_tier_2 + epidemic_resistance = 6 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.1 + learning = 1 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 1 + martial = 1 + } + + next_building = monastic_schools_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_03 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = temple_02 + } + trigger_else = { + culture = { + has_innovation = innovation_city_planning + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + character_modifier = { + monthly_piety = 0.3 + } + county_modifier = { + monthly_county_control_growth_add = 0.3 + } + province_modifier = { + monthly_income = poor_building_tax_tier_3 + epidemic_resistance = 8 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.2 + learning = 1 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 2 + martial = 1 + } + + next_building = monastic_schools_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_04 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = temple_02 + } + trigger_else = { + culture = { + has_innovation = innovation_city_planning + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + character_modifier = { + monthly_piety = 0.4 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + } + province_modifier = { + monthly_income = poor_building_tax_tier_4 + epidemic_resistance = 10 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.2 + learning = 2 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 2 + martial = 2 + } + + next_building = monastic_schools_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_05 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_windmills + } + has_building_or_higher = temple_03 + } + trigger_else = { + culture = { + has_innovation = innovation_city_planning + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = 0.5 + } + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + province_modifier = { + monthly_income = poor_building_tax_tier_5 + epidemic_resistance = 12 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.3 + learning = 2 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 3 + martial = 2 + } + + next_building = monastic_schools_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_06 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_windmills + } + has_building_or_higher = temple_03 + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + character_modifier = { + monthly_piety = 0.6 + } + county_modifier = { + monthly_county_control_growth_add = 0.6 + } + province_modifier = { + monthly_income = poor_building_tax_tier_6 + epidemic_resistance = 14 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.3 + learning = 3 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 3 + martial = 3 + } + + next_building = monastic_schools_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_07 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = temple_04 + } + trigger_else = { + culture = { + has_innovation = innovation_windmills + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + character_modifier = { + monthly_piety = 0.7 + } + county_modifier = { + monthly_county_control_growth_add = 0.7 + } + province_modifier = { + monthly_income = poor_building_tax_tier_7 + epidemic_resistance = 16 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.4 + learning = 3 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 4 + martial = 3 + } + + next_building = monastic_schools_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_08 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = temple_04 + } + trigger_else = { + culture = { + has_innovation = innovation_windmills + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + character_modifier = { + monthly_piety = 0.8 + } + county_modifier = { + monthly_county_control_growth_add = 0.8 + } + province_modifier = { + monthly_income = poor_building_tax_tier_8 + epidemic_resistance = 18 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.4 + learning = 4 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 4 + martial = 4 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +### Megaliths + +megalith_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + } + + can_construct_showing_failures_only = { + #building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + show_disabled = yes + + cost_gold = normal_building_tier_1_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.02 + county_opinion_add = 2 + } + province_modifier = { + } + + next_building = megalith_02 + + type_icon = "icon_megalith.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +megalith_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + } + + can_construct_showing_failures_only = { + #building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_2_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.05 + county_opinion_add = 2 + } + province_modifier = { + } + + next_building = megalith_03 + ai_value = { + base = 9 + directive_to_build_economy_modifier = yes + } +} + +megalith_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_3_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.1 + county_opinion_add = 4 + } + province_modifier = { + } + + next_building = megalith_04 + ai_value = { + base = 8 + directive_to_build_economy_modifier = yes + } +} + +megalith_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_4_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.15 + county_opinion_add = 4 + development_growth = 0.025 + } + province_modifier = { + } + + next_building = megalith_05 + ai_value = { + base = 7 + directive_to_build_economy_modifier = yes + } +} + +megalith_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_5 + monthly_prestige = poor_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.2 + county_opinion_add = 6 + development_growth = 0.025 + } + province_modifier = { + } + + next_building = megalith_06 + ai_value = { + base = 6 + directive_to_build_economy_modifier = yes + } +} + +megalith_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_6 + monthly_prestige = poor_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.25 + county_opinion_add = 6 + development_growth = 0.05 + } + province_modifier = { + } + + next_building = megalith_07 + ai_value = { + base = 5 + directive_to_build_economy_modifier = yes + } +} + +megalith_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_7 + monthly_prestige = poor_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.3 + county_opinion_add = 8 + development_growth = 0.05 + } + province_modifier = { + } + + next_building = megalith_08 + ai_value = { + base = 4 + directive_to_build_economy_modifier = yes + } +} + +megalith_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_8 + monthly_prestige = poor_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.35 + county_opinion_add = 8 + development_growth = 0.075 + } + province_modifier = { + } + + ai_value = { + base = 3 + directive_to_build_economy_modifier = yes + } +} + +### Breweries (Monks) +breweries_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_breweries_requirement = { NUMBER = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 5 + monthly_county_control_growth_add = 0.05 + development_growth_factor = 0.02 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_1 + } + + next_building = breweries_02 + + type_icon = "icon_building_breweries.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +breweries_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_city_planning } + building_breweries_requirement = { NUMBER = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 10 + monthly_county_control_growth_add = 0.1 + development_growth_factor = 0.04 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + } + + next_building = breweries_03 + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +breweries_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_manorialism } + building_breweries_requirement = { NUMBER = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 15 + monthly_county_control_growth_add = 0.15 + development_growth_factor = 0.06 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_3 + } + + next_building = breweries_04 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_manorialism } + building_breweries_requirement = { NUMBER = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 20 + monthly_county_control_growth_add = 0.20 + development_growth_factor = 0.08 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + } + + next_building = breweries_05 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_windmills } + building_breweries_requirement = { NUMBER = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 25 + monthly_county_control_growth_add = 0.25 + development_growth_factor = 0.10 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_5 + } + + next_building = breweries_06 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_windmills } + building_breweries_requirement = { NUMBER = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 30 + monthly_county_control_growth_add = 0.30 + development_growth_factor = 0.12 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_6 + } + + next_building = breweries_07 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_cranes } + building_breweries_requirement = { NUMBER = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 35 + monthly_county_control_growth_add = 0.35 + development_growth_factor = 0.14 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_7 + } + + next_building = breweries_08 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_cranes } + building_breweries_requirement = { NUMBER = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 40 + monthly_county_control_growth_add = 0.40 + development_growth_factor = 0.16 + } + province_modifier = { + monthly_income = poor_building_tax_tier_8 + } + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} diff --git a/common/buildings/00_tribal_buildings.txt b/common/buildings/00_tribal_buildings.txt new file mode 100644 index 00000000..81321a8a --- /dev/null +++ b/common/buildings/00_tribal_buildings.txt @@ -0,0 +1,510 @@ +@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds" +@holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds" + +# Tribal Hold +tribe_01 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + building_western_tribal_01_a_mesh + } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_mena_tribal_01_a_mesh" + } + graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_steppe_tribal_01_a_mesh" + } + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_india_tribal_01_a_mesh" + } + graphical_cultures = { indian_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_african_tribal_01_a_mesh" + } + graphical_cultures = { african_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "fp1_building_norse_tribal_mesh" + } + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + always = no #Tribes are set at game start. + } + + cost_prestige = expensive_building_tier_3_cost + cost_gold = expensive_building_tier_1_cost + next_building = tribe_02 + + levy = normal_building_levy_tier_3 + max_garrison = good_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 + province_modifier = { + monthly_income = poor_building_tax_tier_1 + fort_level = 1 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + province_terrain_modifier = { + parameter = tribal_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + province_culture_modifier = { + parameter = tribal_holding_stationed_bonus + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = tribe_02 + + type_icon = "icon_building_longhouses.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + } +} + +tribe_02 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + building_western_tribal_01_a_mesh + } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_mena_tribal_01_a_mesh" + } + graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_steppe_tribal_01_a_mesh" + } + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_india_tribal_01_a_mesh" + } + graphical_cultures = { indian_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_african_tribal_01_a_mesh" + } + graphical_cultures = { african_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "fp1_building_norse_tribal_mesh" + } + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_plenary_assemblies } + } + } + + cost_prestige = expensive_building_tier_3_cost + cost_gold = expensive_building_tier_1_cost + + levy = normal_building_levy_tier_5 + max_garrison = good_building_max_garrison_tier_2 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = poor_building_tax_tier_3 + fort_level = 2 + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + } + + province_terrain_modifier = { + parameter = tribal_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + province_culture_modifier = { + parameter = tribal_holding_stationed_bonus + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + ai_value = { + base = 1 + } +} + +longhouses_01 = { + construction_time = slow_construction_time + effect_desc = longhouses_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + + character_modifier = { + monthly_prestige = 0.25 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + } + + next_building = longhouses_02 + + type_icon = "icon_building_longhouses.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +longhouses_02 = { + construction_time = slow_construction_time + effect_desc = longhouses_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_barracks } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + + character_modifier = { + monthly_prestige = 0.5 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# War Camps + +war_camps_01 = { + construction_time = slow_construction_time + effect_desc = tournament_cost_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + levy = excellent_building_levy_tier_1 + + character_modifier = { + knight_limit = 1 + knight_effectiveness_mult = 0.1 + } + + province_modifier = { + stationed_skirmishers_damage_mult = high_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = war_camps_02 + + type_icon = "icon_building_warcamps.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +war_camps_02 = { + construction_time = slow_construction_time + effect_desc = tournament_cost_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_barracks } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + levy = excellent_building_levy_tier_2 + + character_modifier = { + knight_limit = 2 + knight_effectiveness_mult = 0.2 + } + + province_modifier = { + stationed_skirmishers_damage_mult = high_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 1 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# Palisades + +palisades_01 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + max_garrison = normal_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = normal_building_fort_level_tier_1 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_1 + stationed_archers_toughness_mult = normal_maa_toughness_tier_1 + stationed_pikemen_damage_mult = high_maa_damage_tier_1 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = palisades_02 + + type_icon = "icon_building_palisades.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +palisades_02 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_motte } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + max_garrison = normal_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = normal_building_fort_level_tier_2 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_2 + stationed_archers_toughness_mult = normal_maa_toughness_tier_2 + stationed_pikemen_damage_mult = high_maa_damage_tier_2 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# Market Villages + +market_villages_01 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + supply_limit = 500 + } + + next_building = market_villages_02 + + type_icon = "icon_building_market_villages.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +market_villages_02 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_city_planning } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + supply_limit = 1000 + } + + ai_value = { + base = 1 + directive_to_build_economy_modifier = yes + } +} diff --git a/common/buildings/99_background_graphics_buildings.txt b/common/buildings/99_background_graphics_buildings.txt new file mode 100644 index 00000000..6d8c7512 --- /dev/null +++ b/common/buildings/99_background_graphics_buildings.txt @@ -0,0 +1,416 @@ +# These buildings are only for showing background graphics, e.g. the walls around holdings + +# No Walls +walls_00 = { + is_graphical_background = yes + + asset = { + type = pdxmesh + name = "western_walls_00_mesh" + } + + is_enabled = { + OR = { + AND = { + is_county_capital = no + fort_level < 1 + } + # Using the no_wall holding graphics for cities with special walls so that they don't have double walls + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +# Any city that must be sieged gets the basic walls +walls_01_tribal = { + is_graphical_background = yes + + asset = { + type = pdxmesh + names = { + "tribal_walls_01_a_mesh" + } + } + + is_enabled = { + OR = { + is_county_capital = yes + fort_level > 0 + } + NOR = { + # disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again. + has_building_or_higher = "palisades_01" + has_building_or_higher = "curtain_walls_01" + has_building_or_higher = "hill_forts_01" + has_building_or_higher = "ramparts_01" + has_building_or_higher = "watchtowers_01" + has_building_or_higher = "theodosian_walls_01" + has_building_or_higher = "walls_of_benin_01" + has_building_or_higher = "walls_of_genoa_01" + has_building_or_higher = "aurelian_walls_01" + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +# Here the Fort Level building chains take control of the visuals +walls_01 = { + is_graphical_background = yes + asset = { + type = pdxmesh + names = { + "western_walls_01_a_mesh" + "western_walls_01_b_mesh" + } + graphical_regions = { graphical_western graphical_mediterranean graphical_india } + } + asset = { + type = pdxmesh + names = { + "mena_walls_01_a_mesh" + "mena_walls_01_b_mesh" + + } + graphical_regions = { graphical_mena graphical_steppe } + } + asset = { + type = pdxmesh + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + names = { + "fp1_norse_walls_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + names = { + "fp1_norse_walls_01_mena_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_fate_of_iberia + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "fp2_building_iberian_wall_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = legacy_of_persia + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena graphical_india graphical_steppe } + names = { + "fp3_building_persian_walls_01_a_01_mesh" + } + } + + is_enabled = { + OR = { + # These buildings will trigger the visual "upgrade" to this wall asset + has_building_or_higher = "palisades_01" + has_building_or_higher = "curtain_walls_01" + has_building_or_higher = "hill_forts_01" + has_building_or_higher = "ramparts_01" + has_building_or_higher = "watchtowers_01" + } + NOR = { + # Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again. + has_building_or_higher = "palisades_02" + has_building_or_higher = "curtain_walls_02" + has_building_or_higher = "hill_forts_02" + has_building_or_higher = "ramparts_02" + has_building_or_higher = "watchtowers_02" + has_building_or_higher = "theodosian_walls_01" + has_building_or_higher = "walls_of_benin_01" + has_building_or_higher = "walls_of_genoa_01" + has_building_or_higher = "aurelian_walls_01" + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +walls_02 = { + is_graphical_background = yes + + asset = { + type = pdxmesh + graphical_regions = { graphical_western graphical_mediterranean graphical_india } + names = { + "western_walls_02_a_mesh" + "western_walls_02_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mena graphical_steppe } + names = { + "mena_walls_02_a_mesh" + "mena_walls_02_a_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + names = { + "fp1_norse_walls_02_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + names = { + "fp1_norse_walls_02_mena_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_fate_of_iberia + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "fp2_building_iberian_wall_02_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = legacy_of_persia + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena graphical_india graphical_steppe } + names = { + "fp3_building_persian_walls_02_a_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = roads_to_power + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "ep3_byzantine_walls_02_mesh" + } + } + + is_enabled = { + OR = { + # These buildings will trigger the visual "upgrade" to this wall asset + has_building_or_higher = "palisades_02" + has_building_or_higher = "curtain_walls_02" + has_building_or_higher = "hill_forts_02" + has_building_or_higher = "ramparts_02" + has_building_or_higher = "watchtowers_02" + } + NOR = { + # Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again. + has_building_or_higher = "curtain_walls_03" + has_building_or_higher = "hill_forts_03" + has_building_or_higher = "ramparts_03" + has_building_or_higher = "watchtowers_03" + has_building_or_higher = "theodosian_walls_01" + has_building_or_higher = "walls_of_benin_01" + has_building_or_higher = "walls_of_genoa_01" + has_building_or_higher = "aurelian_walls_01" + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +walls_03 = { + is_graphical_background = yes + + asset = { + type = pdxmesh + graphical_regions = { graphical_western } + names = { + "western_walls_03_a_mesh" + "western_walls_03_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mediterranean } + names = { + "mediterranean_walls_03_a_mesh" + "mediterranean_walls_03_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mena graphical_steppe } + names = { + "mena_walls_03_a_mesh" + "mena_walls_03_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_india } + names = { + "india_walls_03_a_mesh" + "india_walls_03_a_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_fate_of_iberia + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "fp2_building_iberian_wall_03_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = legacy_of_persia + graphical_cultures = { iranian_building_gfx steppe_building_gfx } + graphical_regions = { graphical_mena graphical_india graphical_steppe } + names = { + "fp3_building_persian_walls_03_a_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = roads_to_power + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "ep3_byzantine_walls_03_mesh" + } + } + + is_enabled = { + scope:holder = { + NOT = { government_has_flag = government_is_tribal } + } + OR = { + # These buildings will trigger the visual "upgrade" to this wall asset + has_building_or_higher = "curtain_walls_03" + has_building_or_higher = "hill_forts_03" + has_building_or_higher = "ramparts_03" + has_building_or_higher = "watchtowers_03" + has_building_or_higher = "walls_of_benin_01" + has_building_or_higher = "walls_of_genoa_01" + has_building_or_higher = "aurelian_walls_01" + } + NOR = { + # Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again. + has_building_or_higher = "curtain_walls_06" + has_building_or_higher = "hill_forts_06" + has_building_or_higher = "ramparts_06" + has_building_or_higher = "watchtowers_06" + has_building_or_higher = "theodosian_walls_01" + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +walls_04 = { + is_graphical_background = yes + + asset = { + type = pdxmesh + graphical_regions = { graphical_western } + names = { + "western_walls_04_a_mesh" + "western_walls_04_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mediterranean } + names = { + "mediterranean_walls_04_a_mesh" + "mediterranean_walls_04_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mena graphical_steppe } + names = { + "mena_walls_04_a_mesh" + "mena_walls_04_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_india } + names = { + "india_walls_04_a_mesh" + "india_walls_04_a_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_fate_of_iberia + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "fp2_building_iberian_wall_04_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = legacy_of_persia + graphical_cultures = { iranian_building_gfx steppe_building_gfx } + graphical_regions = { graphical_mena graphical_india graphical_steppe } + names = { + "fp3_building_persian_walls_04_a_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = roads_to_power + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "ep3_byzantine_walls_04_mesh" + } + } + + is_enabled = { + scope:holder = { + NOT = { government_has_flag = government_is_tribal } + } + OR = { + # These buildings will trigger the visual "upgrade" to this wall asset + has_building_or_higher = "curtain_walls_06" + has_building_or_higher = "hill_forts_06" + has_building_or_higher = "ramparts_06" + has_building_or_higher = "watchtowers_06" + has_building_or_higher = "theodosian_walls_01" + } + } +} diff --git a/common/religion/doctrines/00_core_tenets.txt b/common/religion/doctrines/00_core_tenets.txt index d732dc39..48745db3 100644 --- a/common/religion/doctrines/00_core_tenets.txt +++ b/common/religion/doctrines/00_core_tenets.txt @@ -966,6 +966,145 @@ } } + + tenet_true_will = { + icon = core_tenet_adorcism + + is_shown = { + religion_tag = thelema_religion + } + piety_cost = { + value = faith_tenet_cost_low + # Multiplier for keeping same tenet + if = { + limit = { has_doctrine = tenet_love_under_will } + multiply = faith_unchanged_doctrine_cost_mult + } + } + + parameters = { + conquest_cb_enabled = yes + invasion_cb_enabled = yes + } + + character_modifier = { + title_creation_cost_mult = -0.5 + tyranny_gain_mult = -0.5 + direct_vassal_opinion = -15 + liege_opinion = -15 + } + + parameters = { + natural_primitivism_law_cost_increase = yes + next_level_fortification = yes + } + + character_modifier = { + tyranny_gain_mult = 1.25 + stress_gain_mult = -0.25 + stress_loss_mult = 0.25 + defender_advantage = 5 + controlled_province_advantage = 5 + } + province_modifier = { + garrison_size = 0.33 + } + traits = { + virtues = { + ambitious + } + sins = { + content + } + } + } + tenet_rule_the_waves = { + icon = core_tenet_rule_the_waves + + is_shown = { + religion_tag = thelema_religion + } + piety_cost = { + value = faith_tenet_cost_low + # Multiplier for keeping same tenet + if = { + limit = { has_doctrine = tenet_love_under_will } + multiply = faith_unchanged_doctrine_cost_mult + } + } + + parameters = { + ghw_no_hof_conversion_buffs_active = yes + bonus_holy_war_piety_active = yes + pilgrimage_decision_active = yes + unlock_voluntary_laampdom_faith = yes + trade_ports_give_control_growth = yes + trade_ports_give_levies = yes + can_travel_along_rivers = yes + } + character_modifier = { + embarkation_cost_mult = -0.85 + sea_travel_danger = medium_sea_danger_reduction + } + } + tenet_love_under_will = { + icon = core_tenet_love_under_will + + is_shown = { + religion_tag = thelema_religion + } + piety_cost = { + value = faith_tenet_cost_low + # Multiplier for keeping same tenet + if = { + limit = { has_doctrine = tenet_love_under_will } + multiply = faith_unchanged_doctrine_cost_mult + } + } + + character_modifier = { + fertility = 0.25 + } + parameters = { + no_unfaithfulness_penalty_active = yes + spouse_piety_loss = yes + } + + traits = { + virtues = { lustful } + sins = { chaste } + } + } + tenet_do_what_thou_wilt = { + icon = core_tenet_literalism + + is_shown = { + religion_tag = thelema_religion + } + piety_cost = { + value = faith_tenet_cost_low + # Multiplier for keeping same tenet + if = { + limit = { has_doctrine = tenet_do_what_thou_wilt } + multiply = faith_unchanged_doctrine_cost_mult + } + } + + traits = { + virtues = { patient } + sins = { impatient } + } + + parameters = { + meditation_mechanics_active = yes + has_access_to_runestones = yes + divine_the_stars_active = yes + can_build_pyramids = yes + } + character_modifier = { + naval_movement_speed_mult = 0.25 + } + } tenet_people_of_the_book = { icon = core_tenet_legalism is_shown = { diff --git a/common/religion/religions/NEOW_thelema.txt b/common/religion/religions/NEOW_thelema.txt index f84db344..162772a4 100644 --- a/common/religion/religions/NEOW_thelema.txt +++ b/common/religion/religions/NEOW_thelema.txt @@ -257,9 +257,9 @@ doctrine = special_doctrine_esoteric_witchcraft #Tenets | WIP - doctrine = tenet_carnal_exaltation - doctrine = tenet_astrology - doctrine = tenet_hedonistic + doctrine = tenet_love_under_will + doctrine = tenet_do_what_thou_wilt + doctrine = tenet_rule_the_waves holy_order_names = { #placeholder { name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" } @@ -334,9 +334,9 @@ doctrine = special_doctrine_esoteric_witchcraft #Tenets | WIP - doctrine = tenet_carnal_exaltation - doctrine = tenet_astrology - doctrine = tenet_hedonistic + doctrine = tenet_love_under_will + doctrine = tenet_do_what_thou_wilt + doctrine = tenet_true_will holy_order_names = { #placeholder { name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" } diff --git a/gfx/interface/icons/building_types/icon_buildings_pyramids.dds b/gfx/interface/icons/building_types/icon_buildings_pyramids.dds new file mode 100644 index 00000000..590f8652 --- /dev/null +++ b/gfx/interface/icons/building_types/icon_buildings_pyramids.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:663b4c44bea190c7abed7c5be221539dd9980b93043061d776255868d737a842 +size 78128 diff --git a/gfx/interface/icons/faith_doctrines/core_tenet_love_under_will.dds b/gfx/interface/icons/faith_doctrines/core_tenet_love_under_will.dds new file mode 100644 index 00000000..583307dc --- /dev/null +++ b/gfx/interface/icons/faith_doctrines/core_tenet_love_under_will.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:87c34858331b51696bd304a0f3d66c1b6ea4baf944fa975c4de170119b973ec0 +size 416128 diff --git a/localization/english/replace/religion/NEOW_religion_core_tenets_l_english.yml b/localization/english/replace/religion/NEOW_religion_core_tenets_l_english.yml index 588073e9..ceaddb5f 100644 --- a/localization/english/replace/religion/NEOW_religion_core_tenets_l_english.yml +++ b/localization/english/replace/religion/NEOW_religion_core_tenets_l_english.yml @@ -1,8 +1,22 @@ l_english: #Abrahamic Tenets +tenet_love_under_will_name:0 "Love Under Will" +tenet_do_what_thou_wilt_name:0 "Do what Thou Wilt" +tenet_rule_the_waves_name:0 "Rule The Waves" +tenet_true_will_name:0 "True Will" +tenet_love_under_will_desc:0 "One of the core tenets of Thelema is that of love. To love, and to love freely, is one of the greatest freedoms that man can experience." +tenet_do_what_thou_wilt_desc:0 "Do what thou wilt shall be the whole of the Law" are the words spoken by the prophet Crowley. Thus, all Thelemites are to act according to their True Will, their spiritual destiny." +tenet_rule_the_waves_desc:0 "Our immortal Queen has bestowed upon us the waves of the Earth. As such, it is our divine duty to spread her flag to all corners of the Earth." +tenet_true_will_desc:0 "The Thelemite is beholden to no liege or empire, only himself and the stars." tenet_catholic_communion_name:0 "Reformed Communion" tenet_catholic_communion_desc:0 "Our Church has undertaken many reforms throughout its history in order to keep up with the times, from the days of the Reformation to the post-Event era." +doctrine_parameter_next_level_fortification: "The #V Fortification#! lines of [buildings|E] can be built one [era|E] earlier" +doctrine_parameter_trade_ports_give_control_growth:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] will increase #V Control Growth#! in [counties|E] of this [culture|E]" +doctrine_parameter_trade_ports_give_levies:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] increase #V Levies#! and #V Size of [men_at_arms|E] [regiments|E]#! in [counties|E] of this [culture|E]" +doctrine_parameter_can_travel_along_rivers:0 "$unlocks_sailable_major_rivers$" +doctrine_parameter_can_build_pyramids:0 "Can Build Pyramids" +doctrine_parameter_has_access_to_runestones:1 "[rulers|E] may raise runestones to commemorate certain major life events, earning [prestige_i][prestige|E] #weak (Before the #color_white $culture_era_high_medieval$#! [era|E])#!" doctrine_parameter_divine_the_stars_active:0 "Allows adherents to Divine the Stars and predict their future" doctrine_parameter_durandal_restoration_active:0 "Rulers may seek to restore Durendal" doctrine_parameter_novelist_title_replace_active:0 "Replaces most kingdom and empire titles in Western Europe"