Added the Vinyeards line of buildings

For now, they are tied to the Brewing Culture tradition, but this might (and probably will) change in the future.
This commit is contained in:
GoTouchSomeGrass314 2026-03-01 12:36:46 +01:00
parent d39a7fd386
commit f316d8d724
8 changed files with 470 additions and 12 deletions

View file

@ -597,4 +597,415 @@ leclerc_dyeworks_03 = {
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
### Vineyards
vineyards_01 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_vineyards_requirement = yes
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
province_modifier = {
monthly_income = normal_building_tax_tier_1
}
county_modifier = {
development_growth_factor = 0.03
county_opinion_add = 2
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.01
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = vineyards_02
type_icon = "domicile_building_vineyard.dds"
ai_value = {
base = 15
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_orchard_improvement_from_culture_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
vineyards_02 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_vineyards_requirement = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
province_modifier = {
monthly_income = normal_building_tax_tier_2
}
county_modifier = {
development_growth_factor = 0.07
county_opinion_add = 5
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = vineyards_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
vineyards_03 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_vineyards_requirement = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
province_modifier = {
monthly_income = normal_building_tax_tier_3
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.10
county_opinion_add = 7
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.03
supply_limit_mult = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = vineyards_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
vineyards_04 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_vineyards_requirement = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
province_modifier = {
monthly_income = normal_building_tax_tier_4
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.14
county_opinion_add = 10
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.04
supply_limit_mult = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = vineyards_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
vineyards_05 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_vineyards_requirement = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
province_modifier = {
monthly_income = normal_building_tax_tier_5
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.18
county_opinion_add = 13
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.05
supply_limit_mult = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = vineyards_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
vineyards_06 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_vineyards_requirement = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
province_modifier = {
monthly_income = normal_building_tax_tier_6
supply_limit = 1000
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.22
county_opinion_add = 16
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.06
supply_limit_mult = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = vineyards_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
vineyards_07 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_vineyards_requirement = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
province_modifier = {
monthly_income = normal_building_tax_tier_7
supply_limit = 1000
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.26
county_opinion_add = 20
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.07
supply_limit_mult = 0.1
}
character_modifier = {
monthly_prestige = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = vineyards_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
vineyards_08 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_vineyards_requirement = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
province_modifier = {
monthly_income = normal_building_tax_tier_8
supply_limit = 1000
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.30
county_opinion_add = 25
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.08
supply_limit_mult = 0.1
}
character_modifier = {
monthly_prestige = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}

View file

@ -6888,6 +6888,25 @@ croke_park_02 = {
flag = travel_point_of_interest_martial
}
##########
# TEMPLATE
##########
########################################
# GERMANIA
########################################
########################################
# SCANDINAVIA
########################################
########################################
# SPECIAL MILITARY BUILDINGS
########################################
chemistry_workshop_01 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_1_effect_desc
@ -7234,14 +7253,4 @@ air_dock_04 = {
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
########################################
# GERMANIA
########################################
########################################
# SCANDINAVIA
########################################
}

View file

@ -3978,6 +3978,7 @@ tradition_brewery = {
}
parameters = {
allows_vineyards = yes
allows_brewery = yes
brewery_farming_bonus = yes
}

View file

@ -52,6 +52,7 @@
# N3OW buildings
leclerc_dyeworks_01
tell_mines_01
vineyards_01
chemistry_workshop_01
air_dock_01
}

View file

@ -950,4 +950,15 @@ building_leclerc_dyeworks_requirement_terrain = {
this.barony = title:b_lyon
this.barony = title:b_roanne
}
}
building_vineyards_requirement = {
AND = {
root.culture = { has_cultural_parameter = allows_vineyards }
OR = {
terrain = farmlands
terrain = plains
terrain = hills
}
}
}