Added several special buildings
These special buildings are open for change and most of the icons are temporary so if you find/create a better one, feel free to change it. Special buildings added: Leuven University, Court of Europa, Walls of Nijmegen, Port of Amsterdam, Port of Antwerpen, Zone Rouge, Verdun Memorial. (one last thing, i am doing it for the first time, so i hope i dont break it)
This commit is contained in:
parent
6b72802f35
commit
e3205e41ce
10 changed files with 683 additions and 2 deletions
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@ -48,4 +48,605 @@ fortress_andorra_01 = {
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type = special
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flag = travel_point_of_interest_religious
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}
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}
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##########
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# Leuven University
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##########
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leuven_university_01 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_structure_temple_of_uppsala.dds"
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can_construct_potential = {
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scope:holder = {
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highest_held_title_tier >= tier_kingdom
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prestige_level >= 4
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}
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county = {
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development_level >=30
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}
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}
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cost_gold = 1500
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effect_desc = {
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desc = unlocks_building_desc
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triggered_desc = {
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trigger = { has_dlc_feature = tours_and_tournaments }
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desc = university_toto_effect_desc
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}
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triggered_desc = {
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trigger = { has_dlc_feature = royal_court }
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desc = university_roco_effect_desc
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}
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desc = university_effect_desc
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}
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county_holder_character_modifier = {
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learning_per_prestige_level = 1
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monthly_dynasty_prestige = 0.30
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prestige_level_impact_mult = 0.15
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monthly_lifestyle_xp_gain_mult = 0.15
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cultural_head_fascination_mult = 0.05
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}
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county_modifier = {
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development_growth = 0.25
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development_growth_factor = 0.20
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}
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province_modifier = {
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monthly_income = 1
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}
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ai_value = {
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base = 100
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modifier = { # Fill all building slots before going for special buildings
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factor = 0
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free_building_slots > 0
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}
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}
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type = special
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flag = travel_point_of_interest_learning
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flag = special_university
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}
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##########
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# Court of Europa
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##########
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court_of_europa_01 = {
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constrcution_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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scope:holder = { prestige_level >= 4 }
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scope:holder.has_title = { e_europa }
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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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monthly_dynasty_prestige = 0.25
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monthly_dynasty_prestige_mult = 0.05
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monthly_prestige = 0.25
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legitimacy_gain_mult = 0.10
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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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hostile_raid_time = 0.25
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}
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province_modifier = {
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monthly_income = 2
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fort_level = 2
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garrison_size = 0.50
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defender_holding_advantage = 3
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travel_danger = -15
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}
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next_building = court_of_europa_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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court_of_europa_02 = {
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constrcution_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_castle_city_church = { LEVEL = 03 }
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scope:holder = { prestige_level >= 4 }
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scope:holder.has_title = { e_europa }
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scope:holder.culture = { has_innovation = innovation_windmills }
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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 = 2000
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county_holder_character_modifier = {
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diplomacy_per_prestige_level = 1
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monthly_lifestyle_xp_gain_mult = 0.10
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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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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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hostile_raid_time = 0.75
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}
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province_modifier = {
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monthly_income = 3.50
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fort_level = 5
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garrison_size = 1
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defender_holding_advantage = 5
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travel_danger = -20
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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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# Walls of Nijmegen
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##########
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walls_of_nijmegen_01 = {
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construction_time = very_slow_construction_time
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type_icon = "toledo.dds"
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can_construct_potential = {
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scope:holder.culture = { has_innovation = innovation_mottes }
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building_requirement_tribal = no
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}
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cost_gold = 500
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county_modifier = {
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hostile_raid_time = 0.35
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defender_holding_advantage = 2
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development_growth_factor = 0.15
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development_growth = 0.15
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}
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province_modifier = {
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monthly_income = 1
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fort_level = 2
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garrison_size = 0.25
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travel_danger = -15
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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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# Port of Amsterdam
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##########
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port_of_amsterdam_01 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_building_tradeport.dds"
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can_construct_potential = {
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scope:holder.culture = { has_innovation = innovation_manorialism }
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scope:holder.has_title = { d_holland }
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}
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cost_gold = 500
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county_holder_character_modifier = {
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embarkation_cost_mult = -0.05
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naval_movement_speed_mult = 0.05
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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 = 0.10
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}
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province_modifier = {
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monthly_income = 1.50
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}
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next_building = port_of_amsterdam_02
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ai_value = {
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base = 100
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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factor = 0
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free_building_slots > 0
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}
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}
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type = special
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flag = travel_point_of_interest_economic
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}
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port_of_amsterdam_02 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_building_tradeport.dds"
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can_construct_potential = {
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scope:holder.culture = { has_innovation = innovation_windmills }
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scope:holder.has_title = { d_holland }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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cost_gold = 1000
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county_holder_character_modifier = {
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embarkation_cost_mult = -0.10
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naval_movement_speed_mult = 0.10
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}
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county_modifier = {
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tax_mult = 0.20
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development_growth = 0.15
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development_growth_factor = 0.20
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}
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province_modifier = {
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monthly_income = 4
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}
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next_building = port_of_amsterdam_03
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ai_value = {
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base = 100
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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factor = 0
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free_building_slots > 0
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}
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}
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type = special
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flag = travel_point_of_interest_economic
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}
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port_of_amsterdam_03 = {
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constrcution_time = very_slow_construction_time
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type_icon = "icon_building_tradeport.dds"
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can_construct_potential = {
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scope:holder.culture = { has_innovation = innovation_windmills }
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scope:holder.has_title = { d_holland }
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building_requirement_castle_city_church = { LEVEL = 03 }
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}
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cost_gold = 2000
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county_holder_character_modifier = {
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stewardship_per_prestige_level = 1
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embarkation_cost_mult = -0.20
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naval_movement_speed_mult = 0.20
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}
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county_modifier = {
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tax_mult = 0.35
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development_growth = 0.25
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development_growth_factor = 0.35
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}
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province_modifier = {
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monthly_income = 9
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}
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ai_value = {
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base = 100
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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factor = 0
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free_building_slots > 0
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}
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}
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type = special
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flag = travel_point_of_interest_economic
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}
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##########
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# Port of Antwerpen
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##########
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port_of_antwerpen_01 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_building_tradeport.dds"
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can_construct_potential = {
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scope:holder.culture = { has_innovation = innovation_manorialism }
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scope:holder.has_title = { d_brabant }
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}
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cost_gold = 350
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county_holder_character_modifier = {
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embarkation_cost_mult = -0.05
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naval_movement_speed_mult = 0.05
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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 = 0.10
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}
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province_modifier = {
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monthly_income = 1
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}
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next_building = port_of_antwerpen_02
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ai_value = {
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base = 100
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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factor = 0
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free_building_slots > 0
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}
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}
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type = special
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flag = travel_point_of_interest_economic
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}
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port_of_antwerpen_02 = {
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construction_time = very_slow_construction_time
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type_icon = "icon_building_tradeport.dds"
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can_construct_potential = {
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scope:holder.culture = { has_innovation = innovation_windmills }
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scope:holder.has_title = { d_brabant }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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cost_gold = 800
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county_holder_character_modifier = {
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embarkation_cost_mult = -0.10
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naval_movement_speed_mult = 0.10
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}
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county_modifier = {
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tax_mult = 0.20
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development_growth = 0.15
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development_growth_factor = 0.20
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}
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province_modifier = {
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monthly_income = 3
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}
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next_building = port_of_antwerpen_03
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ai_value = {
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base = 100
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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factor = 0
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free_building_slots > 0
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}
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}
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type = special
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flag = travel_point_of_interest_economic
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}
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port_of_antwerpen_03 = {
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constrcution_time = very_slow_construction_time
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type_icon = "icon_building_tradeport.dds"
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can_construct_potential = {
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scope:holder.culture = { has_innovation = innovation_windmills }
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scope:holder.has_title = { d_brabant }
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building_requirement_castle_city_church = { LEVEL = 03 }
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}
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cost_gold = 1500
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county_holder_character_modifier = {
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stewardship_per_prestige_level = 1
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embarkation_cost_mult = -0.20
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naval_movement_speed_mult = 0.20
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}
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county_modifier = {
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tax_mult = 0.35
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development_growth = 0.25
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development_growth_factor = 0.35
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}
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province_modifier = {
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monthly_income = 7.50
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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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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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modifier = { # Fill all building slots before going for special buildings
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factor = 0
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free_building_slots > 0
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}
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}
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type = special
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flag = travel_point_of_interest_economic
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}
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##########
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# Zone Rouge - Area filled with unexlpoded munition and other dangerous things left from WW1, as of today its still dangerous and decomposing might take a few thousand years ; cannot be properly cleared without modern equipment
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##########
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zone_rouge_01 = {
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construction_time = very_slow_construction_time
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type_icon = "domicile_personal_chamber_yurt.dds"
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can_construct_potential = {
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}
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cost_gold = 50
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county_modifier = {
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development_growth_factor = -0.05
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tax_mult = -0.05
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}
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province_modifier = {
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travel_danger = 10
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defender_holding_advantage = 1
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holding_build_gold_cost = 0.1
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build_gold_cost = 0.1
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build_speed = 0.1
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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_martial
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}
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##########
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# Verdun Memorial
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##########
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verdun_memorial_01 = {
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constrcution_time = very_slow_construction_time
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type_icon = "icon_structure_wawel_cathedral.dds"
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can_construct_potential = {
|
||||
scope:holder = {
|
||||
OR = { religion = religion:europeanist_religion }
|
||||
}
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
scope:holder = {
|
||||
OR = { religion = religion:europeanist_religion }
|
||||
}
|
||||
}
|
||||
|
||||
cost_gold = 750
|
||||
|
||||
county_holder_character_modifier = {
|
||||
monthly_piety = 0.25
|
||||
monthly_dynasty_prestige_mult = 0.05
|
||||
holy_order_hire_cost_mult = -0.10
|
||||
clergy_opinion = 5
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
tax_mult = 0.15
|
||||
development_growth_factor = 0.15
|
||||
development_growth = 0.1
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = 1.50
|
||||
}
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
}
|
||||
}
|
||||
|
||||
type = special
|
||||
|
||||
flag = travel_point_of_interest_religious
|
||||
}
|
||||
|
||||
##########
|
||||
# Template
|
||||
##########
|
||||
Loading…
Add table
Add a link
Reference in a new issue