unfucking the mod
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parent
cbe3fbcda2
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d887392b56
1167 changed files with 26982 additions and 13 deletions
11177
common/buildings/00_special_buildings.txt
Normal file
11177
common/buildings/00_special_buildings.txt
Normal file
File diff suppressed because it is too large
Load diff
442
common/buildings/N3OW_standard_economy_buildings.txt
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442
common/buildings/N3OW_standard_economy_buildings.txt
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###################################
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# N3OW Standard Economy Buildings #
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###################################
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### tell mines
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tell_mines_01 = {
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construction_time = quick_construction_time
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can_construct_potential = {
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building_tell_mines_requirement_terrain = yes
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building_requirement_castle_city_church = { LEVEL = 01 }
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = cheap_building_tier_1_cost
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province_modifier = {
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monthly_income = normal_building_tax_tier_1
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}
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character_culture_modifier = {
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parameter = quarries_building_bonuses
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heavy_infantry_maintenance_mult = -0.01
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pikemen_maintenance_mult = -0.01
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heavy_cavalry_maintenance_mult = -0.01
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men_at_arms_recruitment_cost = -0.01
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}
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county_culture_modifier = {
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parameter = quarries_building_bonuses
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levy_size = 0.01
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}
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province_culture_modifier = {
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parameter = ancient_miners_quarries_building_bonuses
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monthly_income = poor_building_tax_tier_1
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}
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next_building = tell_mines_02
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type_icon = "icon_building_tell_mines.dds"
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ai_value = {
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base = 12 # A little bit higher than normal, they're very handy for further development
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ai_tier_1_building_modifier = yes
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ai_tier_1_economical_building_preference_modifier = yes
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_quarries_improvement_from_culture_modifier = yes
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modifier = {
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factor = 0
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scope:holder = {
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government_has_flag = government_is_republic
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}
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NOT = {
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has_building_or_higher = guild_halls_01
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}
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}
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}
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}
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tell_mines_02 = {
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construction_time = quick_construction_time
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can_construct_potential = {
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building_tell_mines_requirement_terrain = yes
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder.culture = {
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has_innovation = innovation_crop_rotation
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}
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = cheap_building_tier_2_cost
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province_modifier = {
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monthly_income = normal_building_tax_tier_2
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}
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county_modifier = {
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development_growth_factor = 0.025
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}
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character_culture_modifier = {
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parameter = quarries_building_bonuses
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heavy_infantry_maintenance_mult = -0.02
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pikemen_maintenance_mult = -0.02
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heavy_cavalry_maintenance_mult = -0.02
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men_at_arms_recruitment_cost = -0.02
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}
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county_culture_modifier = {
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parameter = quarries_building_bonuses
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levy_size = 0.02
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}
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province_culture_modifier = {
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parameter = ancient_miners_quarries_building_bonuses
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monthly_income = poor_building_tax_tier_2
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}
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next_building = tell_mines_03
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ai_value = {
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base = 9
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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modifier = { # Fill all building slots before going for upgrades
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factor = 0
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free_building_slots > 0
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}
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}
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}
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tell_mines_03 = {
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construction_time = quick_construction_time
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can_construct_potential = {
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building_tell_mines_requirement_terrain = yes
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 02 }
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scope:holder.culture = {
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has_innovation = innovation_manorialism
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}
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = cheap_building_tier_3_cost
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province_modifier = {
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monthly_income = normal_building_tax_tier_3
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}
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county_modifier = {
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development_growth_factor = 0.05
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}
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character_modifier = {
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cultural_head_fascination_mult = 0.005
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}
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character_culture_modifier = {
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parameter = quarries_building_bonuses
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heavy_infantry_maintenance_mult = -0.03
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pikemen_maintenance_mult = -0.03
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heavy_cavalry_maintenance_mult = -0.03
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men_at_arms_recruitment_cost = -0.03
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}
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county_culture_modifier = {
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parameter = quarries_building_bonuses
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levy_size = 0.03
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}
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province_culture_modifier = {
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parameter = ancient_miners_quarries_building_bonuses
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monthly_income = poor_building_tax_tier_3
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}
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next_building = tell_mines_04
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ai_value = {
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base = 8
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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}
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}
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tell_mines_04 = {
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construction_time = quick_construction_time
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can_construct_potential = {
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building_tell_mines_requirement_terrain = yes
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 02 }
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scope:holder.culture = {
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has_innovation = innovation_manorialism
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}
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = cheap_building_tier_4_cost
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province_modifier = {
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monthly_income = normal_building_tax_tier_4
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}
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county_modifier = {
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development_growth_factor = 0.1
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}
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character_modifier = {
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cultural_head_fascination_mult = 0.01
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}
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character_culture_modifier = {
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parameter = quarries_building_bonuses
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heavy_infantry_maintenance_mult = -0.04
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pikemen_maintenance_mult = -0.04
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heavy_cavalry_maintenance_mult = -0.04
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men_at_arms_recruitment_cost = -0.04
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}
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county_culture_modifier = {
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parameter = quarries_building_bonuses
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levy_size = 0.04
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}
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province_culture_modifier = {
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parameter = ancient_miners_quarries_building_bonuses
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monthly_income = poor_building_tax_tier_4
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}
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next_building = tell_mines_05
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ai_value = {
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base = 7
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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}
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}
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tell_mines_05 = {
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construction_time = quick_construction_time
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can_construct_potential = {
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building_tell_mines_requirement_terrain = yes
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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scope:holder.culture = {
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has_innovation = innovation_guilds
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}
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = cheap_building_tier_5_cost
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province_modifier = {
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monthly_income = normal_building_tax_tier_5
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}
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county_modifier = {
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development_growth_factor = 0.15
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}
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character_modifier = {
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cultural_head_fascination_mult = 0.02
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}
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character_culture_modifier = {
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parameter = quarries_building_bonuses
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heavy_infantry_maintenance_mult = -0.05
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pikemen_maintenance_mult = -0.05
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heavy_cavalry_maintenance_mult = -0.05
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men_at_arms_recruitment_cost = -0.05
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}
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county_culture_modifier = {
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parameter = quarries_building_bonuses
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levy_size = 0.05
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}
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province_culture_modifier = {
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parameter = ancient_miners_quarries_building_bonuses
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monthly_income = poor_building_tax_tier_5
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}
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next_building = tell_mines_06
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ai_value = {
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base = 6
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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}
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}
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tell_mines_06 = {
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construction_time = quick_construction_time
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can_construct_potential = {
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building_tell_mines_requirement_terrain = yes
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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scope:holder.culture = {
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has_innovation = innovation_guilds
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}
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = cheap_building_tier_6_cost
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province_modifier = {
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monthly_income = normal_building_tax_tier_6
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}
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county_modifier = {
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development_growth_factor = 0.2
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}
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character_modifier = {
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cultural_head_fascination_mult = 0.03
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}
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character_culture_modifier = {
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parameter = quarries_building_bonuses
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heavy_infantry_maintenance_mult = -0.06
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pikemen_maintenance_mult = -0.06
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heavy_cavalry_maintenance_mult = -0.06
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men_at_arms_recruitment_cost = -0.06
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}
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county_culture_modifier = {
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parameter = quarries_building_bonuses
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levy_size = 0.06
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}
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province_culture_modifier = {
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parameter = ancient_miners_quarries_building_bonuses
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monthly_income = poor_building_tax_tier_6
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}
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next_building = tell_mines_07
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ai_value = {
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base = 5
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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}
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}
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tell_mines_07 = {
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construction_time = quick_construction_time
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can_construct_potential = {
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building_tell_mines_requirement_terrain = yes
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 04 }
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scope:holder.culture = {
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has_innovation = innovation_cranes
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}
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = cheap_building_tier_7_cost
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province_modifier = {
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monthly_income = normal_building_tax_tier_7
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}
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county_modifier = {
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development_growth_factor = 0.3
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}
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character_modifier = {
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cultural_head_fascination_mult = 0.04
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}
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character_culture_modifier = {
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parameter = quarries_building_bonuses
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heavy_infantry_maintenance_mult = -0.07
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pikemen_maintenance_mult = -0.07
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heavy_cavalry_maintenance_mult = -0.07
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men_at_arms_recruitment_cost = -0.07
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}
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county_culture_modifier = {
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parameter = quarries_building_bonuses
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levy_size = 0.07
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}
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province_culture_modifier = {
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parameter = ancient_miners_quarries_building_bonuses
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monthly_income = poor_building_tax_tier_7
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}
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next_building = tell_mines_08
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ai_value = {
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base = 4
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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}
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}
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tell_mines_08 = {
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construction_time = quick_construction_time
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can_construct_potential = {
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building_tell_mines_requirement_terrain = yes
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 04 }
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scope:holder.culture = {
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has_innovation = innovation_cranes
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}
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = cheap_building_tier_8_cost
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province_modifier = {
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monthly_income = normal_building_tax_tier_8
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}
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county_modifier = {
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development_growth_factor = 0.4
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}
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character_modifier = {
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cultural_head_fascination_mult = 0.05
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}
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character_culture_modifier = {
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parameter = quarries_building_bonuses
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heavy_infantry_maintenance_mult = -0.08
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pikemen_maintenance_mult = -0.08
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heavy_cavalry_maintenance_mult = -0.08
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men_at_arms_recruitment_cost = -0.08
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}
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county_culture_modifier = {
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parameter = quarries_building_bonuses
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levy_size = 0.08
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}
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province_culture_modifier = {
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parameter = ancient_miners_quarries_building_bonuses
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monthly_income = poor_building_tax_tier_8
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}
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ai_value = {
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base = 3
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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}
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}
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51
common/buildings/NEOW_special_buildings.txt
Normal file
51
common/buildings/NEOW_special_buildings.txt
Normal file
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@ -0,0 +1,51 @@
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##########
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# Fortress Monastery of Andorra
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##########
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fortress_andorra_01 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_falak_ol_aflak_citadel.dds"
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can_construct_potential = {
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scope:holder = {
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OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
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}
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}
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is_enabled = {
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scope:holder = {
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OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
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}
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}
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cost_gold = 1000
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character_modifier = {
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monthly_piety_gain_mult = 0.1
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zealot_opinion = 5
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}
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county_modifier = {
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hostile_raid_time = 0.5
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}
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province_modifier = {
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fort_level = 4
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defender_holding_advantage = 4
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monthly_income = 1
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}
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ai_value = {
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base = 100
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modifier = { # Fill all building slots before going for special buildings
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factor = 0
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free_building_slots > 0
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}
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}
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type = special
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flag = travel_point_of_interest_religious
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}
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1127
common/buildings/ccp3_special_buildings.txt
Normal file
1127
common/buildings/ccp3_special_buildings.txt
Normal file
File diff suppressed because it is too large
Load diff
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