russia titles/cultures stuff really wip
duchies, kingdoms, coats of arms, cultures, traditions, names and so on there's a lot more to be done but i'm inda tired and 24 changed files are a lot
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24 changed files with 4616 additions and 2503 deletions
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@ -9527,6 +9527,388 @@ konigsberg_cathedral_02 = {
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########################################
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# RUSSIA
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########################################
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##########
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# Winter Palace
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##########
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winter_palace_01 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_despot_palace.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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scope:holder = {
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prestige_level >= 4
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highest_held_title_tier >= tier_duchy
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}
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scope:holder.culture = { has_innovation = innovation_manorialism }
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building_requirement_tribal = no
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}
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effect_desc = feast_cost_discount_max_desc
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cost_gold = 750
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county_holder_character_modifier = {
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diplomacy_per_prestige_level = 1
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monthly_dynasty_prestige = 0.15
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monthly_dynasty_prestige_mult = 0.05
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monthly_prestige = 0.15
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legitimacy_gain_mult = 0.15
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}
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county_modifier = {
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tax_mult = 0.10
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development_growth = 0.10
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development_growth_factor = 0.15
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}
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province_modifier = {
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monthly_income = 2
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}
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next_building = winter_palace_02
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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_diplomatic
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}
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winter_palace_02 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_despot_palace.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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scope:holder = {
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prestige_level >= 4
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highest_held_title_tier >= tier_duchy
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}
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scope:holder.culture = { has_innovation = innovation_windmills }
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}
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effect_desc = feast_cost_discount_max_desc
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cost_gold = 2000
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county_holder_character_modifier = {
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diplomacy_per_prestige_level = 1
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stewardship_per_prestige_level = 1
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monthly_dynasty_prestige = 0.50
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monthly_dynasty_prestige_mult = 0.10
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monthly_prestige = 0.50
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monthly_prestige_gain_mult = 0.20
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legitimacy_gain_mult = 0.15
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}
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county_modifier = {
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tax_mult = 0.20
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development_growth = 0.20
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development_growth_factor = 0.25
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}
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province_modifier = {
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monthly_income = 3.50
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}
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ai_value = {
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base = 100
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ai_general_building_modifier = yes
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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_diplomatic
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}
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##########
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# Peter and Paul Fortress
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##########
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petropavlovskaya_krepost_01 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_visby_ringmur.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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scope:holder = {
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prestige_level >= 4
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highest_held_title_tier >= tier_duchy
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}
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scope:holder.culture = { has_innovation = innovation_manorialism }
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building_requirement_tribal = no
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}
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cost_gold = 750
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county_holder_character_modifier = {
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knight_effectiveness_mult = 0.125
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monthly_martial_lifestyle_xp_gain_mult = 0.1
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monthly_prestige_gain_mult = 0.10
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belligerent_vassal_opinion = 5
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glory_hound_opinion = 5
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.5
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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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garrison_size = 0.50
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defender_holding_advantage = 4
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stationed_maa_damage_mult = 0.1
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stationed_maa_toughness_mult = 0.1
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stationed_siege_weapon_siege_value_mult = 0.1
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travel_danger = -15
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}
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next_building = petropavlovskaya_krepost_02
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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_diplomatic
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}
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petropavlovskaya_krepost_02 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_visby_ringmur.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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scope:holder = {
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prestige_level >= 4
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highest_held_title_tier >= tier_duchy
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}
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scope:holder.culture = { has_innovation = innovation_windmills }
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}
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cost_gold = 2500
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county_holder_character_modifier = {
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martial_per_prestige_level = 1
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knight_effectiveness_mult = 0.25
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monthly_martial_lifestyle_xp_gain_mult = 0.1
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monthly_prestige_gain_mult = 0.10
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belligerent_vassal_opinion = 10
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glory_hound_opinion = 10
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}
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county_modifier = {
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monthly_county_control_growth_add = 1
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hostile_raid_time = 1
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}
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province_modifier = {
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fort_level = 6
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garrison_size = 1
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defender_holding_advantage = 6
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stationed_maa_damage_mult = 0.25
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stationed_maa_toughness_mult = 0.25
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stationed_siege_weapon_siege_value_mult = 0.2
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travel_danger = -25
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}
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ai_value = {
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base = 100
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ai_general_building_modifier = yes
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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_diplomatic
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}
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##########
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# Great Walls of Smolensk
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##########
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smolensk_walls_01 = {
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construction_time = slow_construction_time
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type_icon = "icon_structure_hotin_fortress.dds"
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can_construct_potential = {
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}
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cost_gold = 500
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character_modifier = {
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monthly_dynasty_prestige_mult = 0.05
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}
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max_garrison = good_building_max_garrison_tier_1
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province_modifier = {
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defender_holding_advantage = normal_building_advantage_tier_2
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fort_level = good_building_fort_level_tier_1
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stationed_maa_damage_mult = normal_maa_damage_tier_1
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stationed_maa_toughness_mult = normal_maa_toughness_tier_1
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stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
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travel_danger = -10
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}
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county_modifier = {
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tax_mult = 0.05
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monthly_county_control_growth_add = 0.5
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development_growth = 0.1
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development_growth_factor = 0.05
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hostile_raid_time = 0.25
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}
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next_building = smolensk_walls_02
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ai_value = {
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base = 100
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culture_likely_to_fortify_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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factor = 0
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free_building_slots > 0
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}
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}
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type = special
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flag = travel_point_of_interest_martial
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}
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smolensk_walls_02 = {
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construction_time = slow_construction_time
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type_icon = "icon_structure_hotin_fortress.dds"
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can_construct_potential = {
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}
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can_construct = {
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scope:holder.culture = {
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has_innovation = innovation_hoardings
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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_dynasty_prestige_mult = 0.05
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martial_per_prestige_level = 1
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}
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max_garrison = good_building_max_garrison_tier_2
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province_modifier = {
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defender_holding_advantage = normal_building_advantage_tier_3
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fort_level = good_building_fort_level_tier_2
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stationed_maa_damage_mult = normal_maa_damage_tier_2
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stationed_maa_toughness_mult = normal_maa_toughness_tier_2
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stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
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travel_danger = -20
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}
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county_modifier = {
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tax_mult = 0.1
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monthly_county_control_growth_add = 0.5
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development_growth = 0.1
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development_growth_factor = 0.2
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hostile_raid_time = 0.33
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}
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next_building = smolensk_walls_03
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ai_value = {
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base = 100
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culture_likely_to_fortify_modifier = yes
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}
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type = special
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flag = travel_point_of_interest_martial
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}
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smolensk_walls_03 = {
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construction_time = slow_construction_time
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type_icon = "icon_structure_hotin_fortress.dds"
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can_construct_potential = {
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}
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cost_gold = 1500
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character_modifier = {
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monthly_dynasty_prestige_mult = 0.1
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martial_per_prestige_level = 1
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stewardship_per_prestige_level = 1
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}
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max_garrison = good_building_max_garrison_tier_3
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province_modifier = {
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defender_holding_advantage = normal_building_advantage_tier_4
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fort_level = good_building_fort_level_tier_3
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stationed_maa_damage_mult = normal_maa_damage_tier_2
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stationed_maa_toughness_mult = normal_maa_toughness_tier_2
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stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
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travel_danger = -30
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}
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county_modifier = {
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tax_mult = 0.15
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monthly_county_control_growth_add = 1
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development_growth = 0.15
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development_growth_factor = 0.15
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hostile_raid_time = 0.5
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}
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ai_value = {
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base = 100
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culture_likely_to_fortify_modifier = yes
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}
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type = special
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flag = travel_point_of_interest_martial
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}
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########################################
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# BALTIC
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########################################
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