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 ai_general_building_modifier = yes
directive_to_build_economy_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
}
} }

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

View file

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

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

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

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@ -499,4 +499,23 @@
building_leclerc_dyeworks_02:1 "Leclerc Dyehouse" building_leclerc_dyeworks_02:1 "Leclerc Dyehouse"
building_leclerc_dyeworks_02_desc:1 "A centre of production, where the collected titanium rust is stored and used in the making of Leclerc White by master unionsmen and their apprentices." building_leclerc_dyeworks_02_desc:1 "A centre of production, where the collected titanium rust is stored and used in the making of Leclerc White by master unionsmen and their apprentices."
building_leclerc_dyeworks_03:1 "Leclercier Union Hall" building_leclerc_dyeworks_03:1 "Leclercier Union Hall"
building_leclerc_dyeworks_03_desc:1 "The local headquarters of the Leclercier Union in the region, which oversees product quality, tax collection and the continued training of new masters." building_leclerc_dyeworks_03_desc:1 "The local headquarters of the Leclercier Union in the region, which oversees product quality, tax collection and the continued training of new masters."
building_type_vineyards_01:1 "Vineyards"
building_type_vineyards_01_desc:0 "$building_vineyards_01_desc$"
building_vineyards_01:1 "Small Vineyard"
building_vineyards_01_desc:0 "A small plantation of grape-bearing vines produces rough wine for the surrounding settlements."
building_vineyards_02:1 "Small Winepresses"
building_vineyards_02_desc:0 "Many small wine presses are installed to replace manual labor with quicker and more efficient machinery."
building_vineyards_03:1 "Fermenting Vats"
building_vineyards_03_desc:0 "The more the wine ferments, the richer the flavor. Many fermenting vats and barrels were made to further improve the winemaking process."
building_vineyards_04:1 "Large Vineyard"
building_vineyards_04_desc:0 "A large plantation of grape-bearing vines, that produces not only rough and fine wine but also other grape products. "
building_vineyards_05:1 "Large Winepresses"
building_vineyards_05_desc:0 "Many large wine presses are installed to further speed up the process of pressing grapes into rough wine."
building_vineyards_06:1 "Specialized Coopers"
building_vineyards_06_desc:0 "With the production growing, the surrounding wineries needed more barrels to age their wine. This attracted many talented coopers to the region, creating several cooper Unions."
building_vineyards_07:1 "Massive Vineyard"
building_vineyards_07_desc:0 "A massive plantation of grape-bearing vines, which stretches for miles across the surrounding lands, covering massive amount of space."
building_vineyards_08:1 "Massive Winepresses"
building_vineyards_08_desc:0 "In many wineries, a massive wine press was installed to press thousands of grapes in seconds, speeding up the whole process."

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@ -31,6 +31,9 @@
life_is_a_joke_trait_same_culture_opinion:0 "Opinion of [gregarious|E], [cynical|E], [fickle|E], and [eccentric|E] characters" life_is_a_joke_trait_same_culture_opinion:0 "Opinion of [gregarious|E], [cynical|E], [fickle|E], and [eccentric|E] characters"
allows_vineyards:1 "Unlocks the #color_white $building_type_vineyards_01$#! line of [buildings|E]"
culture_parameter_allows_vineyards:0 "$allows_vineyards$"
# MAA Unlocks # MAA Unlocks
culture_parameter_unlock_maa_handgonners:0 "Can recruit [GetMaA('handgonners').GetName] as [men_at_arms|E]" culture_parameter_unlock_maa_handgonners:0 "Can recruit [GetMaA('handgonners').GetName] as [men_at_arms|E]"
culture_parameter_unlock_maa_kuhjung:0 "Can recruit [GetMaA('cowboys').GetName] as [men_at_arms|E]" culture_parameter_unlock_maa_kuhjung:0 "Can recruit [GetMaA('cowboys').GetName] as [men_at_arms|E]"