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:
parent
d39a7fd386
commit
f316d8d724
8 changed files with 470 additions and 12 deletions
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@ -597,4 +597,415 @@ leclerc_dyeworks_03 = {
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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}
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}
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### Vineyards
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vineyards_01 = {
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construction_time = standard_construction_time
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effect_desc = orchards_effect_desc
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can_construct_potential = {
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building_vineyards_requirement = yes
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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 = normal_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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county_modifier = {
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development_growth_factor = 0.03
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county_opinion_add = 2
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}
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province_terrain_modifier = {
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parameter = coastal_agriculture_building_bonuses
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is_coastal = yes
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tax_mult = 0.01
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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next_building = vineyards_02
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type_icon = "domicile_building_vineyard.dds"
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ai_value = {
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base = 15
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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_orchard_improvement_from_culture_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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}
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}
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vineyards_02 = {
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construction_time = standard_construction_time
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effect_desc = orchards_effect_desc
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can_construct_potential = {
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building_vineyards_requirement = 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 = normal_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 = 0.07
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county_opinion_add = 5
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}
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province_terrain_modifier = {
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parameter = coastal_agriculture_building_bonuses
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is_coastal = yes
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tax_mult = 0.02
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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next_building = vineyards_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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vineyards_03 = {
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construction_time = standard_construction_time
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effect_desc = orchards_effect_desc
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can_construct_potential = {
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building_vineyards_requirement = 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 = normal_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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supply_limit_mult = 0.1
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}
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county_modifier = {
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development_growth_factor = 0.10
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county_opinion_add = 7
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}
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province_terrain_modifier = {
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parameter = coastal_agriculture_building_bonuses
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is_coastal = yes
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tax_mult = 0.03
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supply_limit_mult = 0.1
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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next_building = vineyards_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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vineyards_04 = {
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construction_time = standard_construction_time
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effect_desc = orchards_effect_desc
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can_construct_potential = {
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building_vineyards_requirement = 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 = normal_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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supply_limit_mult = 0.1
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}
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county_modifier = {
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development_growth_factor = 0.14
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county_opinion_add = 10
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}
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province_terrain_modifier = {
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parameter = coastal_agriculture_building_bonuses
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is_coastal = yes
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tax_mult = 0.04
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supply_limit_mult = 0.1
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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next_building = vineyards_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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vineyards_05 = {
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construction_time = standard_construction_time
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effect_desc = orchards_effect_desc
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can_construct_potential = {
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building_vineyards_requirement = 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 = normal_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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supply_limit_mult = 0.1
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}
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county_modifier = {
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development_growth_factor = 0.18
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county_opinion_add = 13
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}
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province_terrain_modifier = {
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parameter = coastal_agriculture_building_bonuses
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is_coastal = yes
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tax_mult = 0.05
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supply_limit_mult = 0.1
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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next_building = vineyards_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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vineyards_06 = {
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construction_time = standard_construction_time
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effect_desc = orchards_effect_desc
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can_construct_potential = {
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building_vineyards_requirement = 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 = normal_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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supply_limit = 1000
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supply_limit_mult = 0.1
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}
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county_modifier = {
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development_growth_factor = 0.22
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county_opinion_add = 16
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}
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province_terrain_modifier = {
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parameter = coastal_agriculture_building_bonuses
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is_coastal = yes
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tax_mult = 0.06
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supply_limit_mult = 0.1
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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next_building = vineyards_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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vineyards_07 = {
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construction_time = standard_construction_time
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effect_desc = orchards_effect_desc
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can_construct_potential = {
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building_vineyards_requirement = 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 = normal_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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supply_limit = 1000
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supply_limit_mult = 0.1
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}
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county_modifier = {
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development_growth_factor = 0.26
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county_opinion_add = 20
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}
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province_terrain_modifier = {
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parameter = coastal_agriculture_building_bonuses
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is_coastal = yes
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tax_mult = 0.07
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supply_limit_mult = 0.1
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}
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character_modifier = {
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monthly_prestige = 0.1
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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next_building = vineyards_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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vineyards_08 = {
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construction_time = standard_construction_time
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effect_desc = orchards_effect_desc
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can_construct_potential = {
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building_vineyards_requirement = 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 = normal_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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supply_limit = 1000
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supply_limit_mult = 0.1
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}
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county_modifier = {
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development_growth_factor = 0.30
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county_opinion_add = 25
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}
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province_terrain_modifier = {
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parameter = coastal_agriculture_building_bonuses
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is_coastal = yes
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tax_mult = 0.08
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supply_limit_mult = 0.1
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}
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character_modifier = {
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monthly_prestige = 0.1
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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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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@ -6888,6 +6888,25 @@ croke_park_02 = {
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flag = travel_point_of_interest_martial
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}
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##########
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# TEMPLATE
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##########
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########################################
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# GERMANIA
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########################################
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########################################
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# SCANDINAVIA
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########################################
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########################################
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# SPECIAL MILITARY BUILDINGS
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########################################
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chemistry_workshop_01 = {
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construction_time = standard_construction_time
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effect_desc = chemistry_workshop_1_effect_desc
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@ -7234,14 +7253,4 @@ air_dock_04 = {
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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########################################
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# GERMANIA
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########################################
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########################################
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# SCANDINAVIA
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########################################
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}
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@ -3978,6 +3978,7 @@ tradition_brewery = {
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}
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parameters = {
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allows_vineyards = yes
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allows_brewery = yes
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brewery_farming_bonus = yes
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}
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@ -52,6 +52,7 @@
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# N3OW buildings
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leclerc_dyeworks_01
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tell_mines_01
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vineyards_01
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chemistry_workshop_01
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air_dock_01
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}
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@ -950,4 +950,15 @@ building_leclerc_dyeworks_requirement_terrain = {
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this.barony = title:b_lyon
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this.barony = title:b_roanne
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}
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}
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building_vineyards_requirement = {
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AND = {
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root.culture = { has_cultural_parameter = allows_vineyards }
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OR = {
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terrain = farmlands
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terrain = plains
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terrain = hills
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}
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}
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}
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