#################################### # Standard Fortification Buildings # #################################### # Ramparts - Archers, Skirmishers # Curtain Walls - Heavy Cavalry, Economy # Watchtowers - Heavy Infantry, Light Cavalry # Hill Forts - Pikemen, Skirmishers ### ramparts ramparts_01 = { construction_time = standard_construction_time can_construct_potential = { building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_1_cost levy = normal_building_levy_tier_1 max_garrison = normal_building_max_garrison_tier_1 province_modifier = { fort_level = normal_building_fort_level_tier_1 stationed_archers_damage_mult = low_maa_damage_tier_1 stationed_skirmishers_damage_mult = low_maa_damage_tier_1 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 travel_danger = -1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = ramparts_02 type_icon = "icon_building_ramparts.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_fortify_modifier = yes modifier = { factor = 5 free_building_slots <= 3 scope:holder.capital_province = this } modifier = { factor = 5 free_building_slots <= 2 } modifier = { factor = 5 free_building_slots <= 1 } culture_likely_to_fortify_modifier = yes } } ramparts_02 = { construction_time = standard_construction_time can_construct_potential = { building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_motte } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost levy = normal_building_levy_tier_2 max_garrison = normal_building_max_garrison_tier_2 province_modifier = { fort_level = normal_building_fort_level_tier_2 tax_mult = 0.02 stationed_archers_damage_mult = low_maa_damage_tier_2 stationed_skirmishers_damage_mult = low_maa_damage_tier_2 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 travel_danger = -2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = ramparts_03 ai_value = { base = 9 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } ramparts_03 = { construction_time = standard_construction_time can_construct_potential = { building_ramparts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_battlements } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost levy = normal_building_levy_tier_3 max_garrison = normal_building_max_garrison_tier_3 province_modifier = { fort_level = normal_building_fort_level_tier_3 defender_holding_advantage = normal_building_advantage_tier_1 tax_mult = 0.02 stationed_archers_damage_mult = low_maa_damage_tier_3 stationed_skirmishers_damage_mult = low_maa_damage_tier_3 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3 travel_danger = -3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = ramparts_04 ai_value = { base = 8 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } ramparts_04 = { construction_time = standard_construction_time can_construct_potential = { building_ramparts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_battlements } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost levy = normal_building_levy_tier_4 max_garrison = normal_building_max_garrison_tier_4 province_modifier = { fort_level = normal_building_fort_level_tier_4 defender_holding_advantage = normal_building_advantage_tier_1 tax_mult = 0.02 stationed_archers_damage_mult = low_maa_damage_tier_4 stationed_skirmishers_damage_mult = low_maa_damage_tier_4 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4 travel_danger = -4 } county_modifier = { hostile_raid_time = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = ramparts_05 ai_value = { base = 7 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } ramparts_05 = { construction_time = standard_construction_time can_construct_potential = { building_ramparts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_hoardings } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost levy = normal_building_levy_tier_5 max_garrison = normal_building_max_garrison_tier_5 province_modifier = { fort_level = normal_building_fort_level_tier_5 defender_holding_advantage = normal_building_advantage_tier_1 tax_mult = 0.02 stationed_archers_damage_mult = low_maa_damage_tier_5 stationed_skirmishers_damage_mult = low_maa_damage_tier_5 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5 travel_danger = -5 } county_modifier = { hostile_raid_time = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = ramparts_06 ai_value = { base = 6 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } ramparts_06 = { construction_time = standard_construction_time can_construct_potential = { building_ramparts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_hoardings } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost levy = normal_building_levy_tier_6 max_garrison = normal_building_max_garrison_tier_6 province_modifier = { fort_level = normal_building_fort_level_tier_6 defender_holding_advantage = normal_building_advantage_tier_2 tax_mult = 0.02 stationed_archers_damage_mult = low_maa_damage_tier_6 stationed_skirmishers_damage_mult = low_maa_damage_tier_6 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6 travel_danger = -6 } county_modifier = { hostile_raid_time = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = ramparts_07 ai_value = { base = 5 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } ramparts_07 = { construction_time = standard_construction_time can_construct_potential = { building_ramparts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_machicolations } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost levy = normal_building_levy_tier_7 max_garrison = normal_building_max_garrison_tier_7 province_modifier = { fort_level = normal_building_fort_level_tier_7 defender_holding_advantage = normal_building_advantage_tier_2 tax_mult = 0.02 stationed_archers_damage_mult = low_maa_damage_tier_7 stationed_skirmishers_damage_mult = low_maa_damage_tier_7 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_7 travel_danger = -7 } county_modifier = { hostile_raid_time = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = ramparts_08 ai_value = { base = 4 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } ramparts_08 = { construction_time = standard_construction_time can_construct_potential = { building_ramparts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_machicolations } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost levy = normal_building_levy_tier_8 max_garrison = normal_building_max_garrison_tier_8 province_modifier = { fort_level = normal_building_fort_level_tier_8 defender_holding_advantage = normal_building_advantage_tier_2 tax_mult = 0.02 stationed_archers_damage_mult = low_maa_damage_tier_8 stationed_skirmishers_damage_mult = low_maa_damage_tier_8 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_8 travel_danger = -8 } county_modifier = { hostile_raid_time = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } ### curtain_walls curtain_walls_01 = { construction_time = standard_construction_time can_construct_potential = { building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_1_cost max_garrison = normal_building_max_garrison_tier_1 province_modifier = { monthly_income = poor_building_tax_tier_1 fort_level = normal_building_fort_level_tier_1 stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_1 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_1 travel_danger = -1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = curtain_walls_02 type_icon = "icon_building_curtain_walls.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes modifier = { factor = 5 free_building_slots <= 3 scope:holder.capital_province = this } modifier = { factor = 5 free_building_slots <= 2 } modifier = { factor = 5 free_building_slots <= 1 } } } curtain_walls_02 = { construction_time = standard_construction_time can_construct_potential = { building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_motte } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost max_garrison = normal_building_max_garrison_tier_2 province_modifier = { monthly_income = poor_building_tax_tier_2 fort_level = normal_building_fort_level_tier_2 stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_2 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_2 travel_danger = -2 } county_modifier = { supply_limit = 300 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = curtain_walls_03 ai_value = { base = 9 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } curtain_walls_03 = { construction_time = standard_construction_time can_construct_potential = { building_curtain_walls_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_battlements } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost max_garrison = normal_building_max_garrison_tier_3 province_modifier = { monthly_income = poor_building_tax_tier_3 fort_level = normal_building_fort_level_tier_3 stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_3 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_3 travel_danger = -3 } county_modifier = { supply_limit = 300 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = curtain_walls_04 ai_value = { base = 8 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes ai_economical_building_preference_modifier = yes } } curtain_walls_04 = { construction_time = standard_construction_time can_construct_potential = { building_curtain_walls_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_battlements } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost max_garrison = normal_building_max_garrison_tier_4 province_modifier = { monthly_income = poor_building_tax_tier_4 fort_level = normal_building_fort_level_tier_4 stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_4 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_4 travel_danger = -4 } county_modifier = { supply_limit = 300 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = curtain_walls_05 ai_value = { base = 7 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes ai_economical_building_preference_modifier = yes } } curtain_walls_05 = { construction_time = standard_construction_time can_construct_potential = { building_curtain_walls_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_hoardings } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost max_garrison = normal_building_max_garrison_tier_5 province_modifier = { monthly_income = poor_building_tax_tier_5 fort_level = normal_building_fort_level_tier_5 defender_holding_advantage = normal_building_advantage_tier_2 stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_5 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_5 travel_danger = -5 } county_modifier = { supply_limit = 300 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = curtain_walls_06 ai_value = { base = 6 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes ai_economical_building_preference_modifier = yes } } curtain_walls_06 = { construction_time = standard_construction_time can_construct_potential = { building_curtain_walls_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_hoardings } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost max_garrison = normal_building_max_garrison_tier_6 province_modifier = { monthly_income = poor_building_tax_tier_6 fort_level = normal_building_fort_level_tier_6 defender_holding_advantage = normal_building_advantage_tier_2 stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_6 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_6 travel_danger = -6 } county_modifier = { supply_limit = 300 supply_limit_mult = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = curtain_walls_07 ai_value = { base = 5 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes ai_economical_building_preference_modifier = yes } } curtain_walls_07 = { construction_time = standard_construction_time can_construct_potential = { building_curtain_walls_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_machicolations } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost max_garrison = normal_building_max_garrison_tier_7 province_modifier = { monthly_income = poor_building_tax_tier_7 fort_level = normal_building_fort_level_tier_7 defender_holding_advantage = normal_building_advantage_tier_2 stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_7 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_7 travel_danger = -7 } county_modifier = { supply_limit = 300 supply_limit_mult = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = curtain_walls_08 ai_value = { base = 4 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes ai_economical_building_preference_modifier = yes } } curtain_walls_08 = { construction_time = standard_construction_time can_construct_potential = { building_curtain_walls_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_machicolations } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost max_garrison = normal_building_max_garrison_tier_8 province_modifier = { monthly_income = poor_building_tax_tier_8 fort_level = normal_building_fort_level_tier_8 defender_holding_advantage = normal_building_advantage_tier_2 stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_8 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_8 travel_danger = -8 } county_modifier = { supply_limit = 300 supply_limit_mult = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes ai_economical_building_preference_modifier = yes } } ### watchtowers watchtowers_01 = { construction_time = standard_construction_time effect_desc = watchtowers_desc can_construct_potential = { building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_1_cost max_garrison = normal_building_max_garrison_tier_1 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_1 fort_level = normal_building_fort_level_tier_1 stationed_heavy_infantry_damage_mult = low_maa_damage_tier_1 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_1 stationed_light_cavalry_damage_mult = low_maa_damage_tier_1 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1 travel_danger = -1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watchtowers_02 type_icon = "icon_building_watchtowers.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes modifier = { factor = 5 free_building_slots <= 3 scope:holder.capital_province = this } modifier = { factor = 5 free_building_slots <= 2 } modifier = { factor = 5 free_building_slots <= 1 } } } watchtowers_02 = { construction_time = standard_construction_time effect_desc = watchtowers_desc can_construct_potential = { building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_motte } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost max_garrison = normal_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_2 fort_level = normal_building_fort_level_tier_2 stationed_heavy_infantry_damage_mult = low_maa_damage_tier_2 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_2 stationed_light_cavalry_damage_mult = low_maa_damage_tier_2 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_2 travel_danger = -2 } county_modifier = { hostile_raid_time = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watchtowers_03 ai_value = { base = 9 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } watchtowers_03 = { construction_time = standard_construction_time effect_desc = watchtowers_desc can_construct_potential = { building_watchtowers_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_battlements } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost max_garrison = normal_building_max_garrison_tier_3 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = normal_building_fort_level_tier_3 stationed_heavy_infantry_damage_mult = low_maa_damage_tier_3 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_3 stationed_light_cavalry_damage_mult = low_maa_damage_tier_3 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_3 travel_danger = -3 } county_modifier = { hostile_raid_time = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watchtowers_04 ai_value = { base = 8 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } watchtowers_04 = { construction_time = standard_construction_time effect_desc = watchtowers_desc can_construct_potential = { building_watchtowers_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_battlements } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost max_garrison = normal_building_max_garrison_tier_4 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_4 fort_level = normal_building_fort_level_tier_4 supply_limit = 300 stationed_heavy_infantry_damage_mult = low_maa_damage_tier_4 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_4 stationed_light_cavalry_damage_mult = low_maa_damage_tier_4 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_4 travel_danger = -4 } county_modifier = { hostile_raid_time = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watchtowers_05 ai_value = { base = 7 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } watchtowers_05 = { construction_time = standard_construction_time effect_desc = watchtowers_desc can_construct_potential = { building_watchtowers_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_hoardings } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost max_garrison = normal_building_max_garrison_tier_5 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_5 fort_level = normal_building_fort_level_tier_5 supply_limit = 300 stationed_heavy_infantry_damage_mult = low_maa_damage_tier_5 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_5 stationed_light_cavalry_damage_mult = low_maa_damage_tier_5 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_5 travel_danger = -5 epidemic_resistance = 5 } county_modifier = { hostile_raid_time = 0.15 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watchtowers_06 ai_value = { base = 6 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } watchtowers_06 = { construction_time = standard_construction_time effect_desc = watchtowers_desc can_construct_potential = { building_watchtowers_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_hoardings } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost max_garrison = normal_building_max_garrison_tier_6 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_6 fort_level = normal_building_fort_level_tier_6 supply_limit = 300 stationed_heavy_infantry_damage_mult = low_maa_damage_tier_6 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_6 stationed_light_cavalry_damage_mult = low_maa_damage_tier_6 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_6 travel_danger = -6 epidemic_resistance = 8 } county_modifier = { hostile_raid_time = 0.15 supply_limit_mult = 0.05 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watchtowers_07 ai_value = { base = 5 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } watchtowers_07 = { construction_time = standard_construction_time effect_desc = watchtowers_desc can_construct_potential = { building_watchtowers_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_machicolations } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost max_garrison = normal_building_max_garrison_tier_7 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_7 fort_level = normal_building_fort_level_tier_7 supply_limit = 600 stationed_heavy_infantry_damage_mult = low_maa_damage_tier_7 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_7 stationed_light_cavalry_damage_mult = low_maa_damage_tier_7 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_7 travel_danger = -7 epidemic_resistance = 10 } county_modifier = { hostile_raid_time = 0.15 supply_limit_mult = 0.05 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watchtowers_08 ai_value = { base = 4 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } watchtowers_08 = { construction_time = standard_construction_time effect_desc = watchtowers_desc can_construct_potential = { building_watchtowers_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_machicolations } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost max_garrison = normal_building_max_garrison_tier_8 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_8 fort_level = normal_building_fort_level_tier_8 supply_limit = 600 stationed_heavy_infantry_damage_mult = low_maa_damage_tier_8 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_8 stationed_light_cavalry_damage_mult = low_maa_damage_tier_8 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_8 travel_danger = -8 epidemic_resistance = 12 } county_modifier = { hostile_raid_time = 0.2 supply_limit_mult = 0.05 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 modifier = { add = 1 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_fortify } } } ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } ### hill_forts hill_forts_01 = { construction_time = slow_construction_time can_construct_potential = { building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_1_cost max_garrison = good_building_max_garrison_tier_1 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_1 fort_level = good_building_fort_level_tier_1 stationed_skirmishers_damage_mult = low_maa_damage_tier_1 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1 stationed_pikemen_damage_mult = low_maa_damage_tier_1 stationed_pikemen_toughness_mult = low_maa_toughness_tier_1 travel_danger = -1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_forts_02 type_icon = "icon_building_hill_forts.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_fortify_modifier = yes modifier = { factor = 5 free_building_slots <= 3 scope:holder.capital_province = this } modifier = { factor = 5 free_building_slots <= 2 } modifier = { factor = 5 free_building_slots <= 1 } } } hill_forts_02 = { construction_time = slow_construction_time can_construct_potential = { building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_motte } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost max_garrison = good_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_2 fort_level = good_building_fort_level_tier_2 stationed_skirmishers_damage_mult = low_maa_damage_tier_2 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2 stationed_pikemen_damage_mult = low_maa_damage_tier_2 stationed_pikemen_toughness_mult = low_maa_toughness_tier_2 travel_danger = -2 } county_modifier = { monthly_county_control_growth_factor = 0.1 monthly_county_control_decline_factor = -0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_forts_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_fortify_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } hill_forts_03 = { construction_time = slow_construction_time can_construct_potential = { building_hill_forts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_battlements } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost max_garrison = good_building_max_garrison_tier_3 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_3 stationed_skirmishers_damage_mult = low_maa_damage_tier_3 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3 stationed_pikemen_damage_mult = low_maa_damage_tier_3 stationed_pikemen_toughness_mult = low_maa_toughness_tier_3 travel_danger = -3 } county_modifier = { monthly_county_control_growth_factor = 0.1 monthly_county_control_decline_factor = -0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_forts_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } hill_forts_04 = { construction_time = slow_construction_time can_construct_potential = { building_hill_forts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_battlements } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost max_garrison = good_building_max_garrison_tier_4 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_4 fort_level = good_building_fort_level_tier_4 stationed_skirmishers_damage_mult = low_maa_damage_tier_4 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4 stationed_pikemen_damage_mult = low_maa_damage_tier_4 stationed_pikemen_toughness_mult = low_maa_toughness_tier_4 travel_danger = -4 } county_modifier = { monthly_county_control_growth_factor = 0.1 monthly_county_control_decline_factor = -0.1 levy_size = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_forts_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } hill_forts_05 = { construction_time = slow_construction_time can_construct_potential = { building_hill_forts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_hoardings } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost max_garrison = good_building_max_garrison_tier_5 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_5 fort_level = good_building_fort_level_tier_5 stationed_skirmishers_damage_mult = low_maa_damage_tier_5 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_5 stationed_pikemen_damage_mult = low_maa_damage_tier_5 stationed_pikemen_toughness_mult = low_maa_toughness_tier_5 travel_danger = -5 } county_modifier = { monthly_county_control_growth_factor = 0.15 monthly_county_control_decline_factor = -0.15 levy_size = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_forts_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } hill_forts_06 = { construction_time = slow_construction_time can_construct_potential = { building_hill_forts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_hoardings } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost max_garrison = good_building_max_garrison_tier_6 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_6 fort_level = good_building_fort_level_tier_6 stationed_skirmishers_damage_mult = low_maa_damage_tier_6 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_6 stationed_pikemen_damage_mult = low_maa_damage_tier_6 stationed_pikemen_toughness_mult = low_maa_toughness_tier_6 travel_danger = -6 } county_modifier = { monthly_county_control_growth_factor = 0.15 monthly_county_control_decline_factor = -0.15 levy_size = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_forts_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } hill_forts_07 = { construction_time = slow_construction_time can_construct_potential = { building_hill_forts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_machicolations } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost max_garrison = good_building_max_garrison_tier_7 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_7 fort_level = good_building_fort_level_tier_7 stationed_skirmishers_damage_mult = low_maa_damage_tier_7 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_7 stationed_pikemen_damage_mult = low_maa_damage_tier_7 stationed_pikemen_toughness_mult = low_maa_toughness_tier_7 travel_danger = -7 } county_modifier = { monthly_county_control_growth_factor = 0.15 monthly_county_control_decline_factor = -0.15 levy_size = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_forts_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_fortify_modifier = yes } } hill_forts_08 = { construction_time = slow_construction_time can_construct_potential = { building_hill_forts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_machicolations } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost max_garrison = good_building_max_garrison_tier_8 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_8 fort_level = good_building_fort_level_tier_8 stationed_skirmishers_damage_mult = low_maa_damage_tier_8 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_8 stationed_pikemen_damage_mult = low_maa_damage_tier_8 stationed_pikemen_toughness_mult = low_maa_toughness_tier_8 travel_danger = -8 } county_modifier = { monthly_county_control_growth_factor = 0.2 monthly_county_control_decline_factor = -0.2 levy_size = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_fortify_modifier = yes } }