@illustration_christian = "gfx/interface/illustrations/holding_types/temple_christian.dds" @illustration_generic_grass = "gfx/interface/illustrations/holding_types/temple_generic_grass.dds" @illustration_generic_arid = "gfx/interface/illustrations/holding_types/temple_generic_arid.dds" @illustration_india = "gfx/interface/illustrations/holding_types/temple_india.dds" @illustration_chinese = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds" @illustration_shinto = "gfx/interface/illustrations/holding_types/tgp_shinto_temple.dds" @illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds" @illustration_islamic = "gfx/interface/illustrations/holding_types/temple_islamic.dds" @illustration_orthodox = "gfx/interface/illustrations/holding_types/temple_orthodox.dds" @illustration_northern_pagan = "gfx/interface/illustrations/holding_types/temple_northern_pagan.dds" @illustration_iberian_christian = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_christian.dds" @illustration_iberian_islamic = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_islamic.dds" @illustration_iranian_zoroastrian = "gfx/interface/illustrations/holding_types/fp3_temple_iranian_zoroastrian.dds" @illustration_tengri = "gfx/interface/illustrations/holding_types/mpo_temple_steppe.dds" @illustration_southeast_asian_pagan = "gfx/interface/illustrations/holding_types/tgp_temple_pagan_se_asia.dds" temple_citadel_01 = { construction_time = slow_construction_time #Meshes (Indented for readability) #Generic Base: asset = { type = pdxmesh name = "building_western_temple_generic_01_mesh" illustration = @illustration_generic_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia } } asset = { type = pdxmesh name = "building_mediterranean_temple_generic_01_mesh" illustration = @illustration_generic_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_generic_01_mesh" illustration = @illustration_generic_arid soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_generic_01_mesh" illustration = @illustration_generic_arid soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_mena" } } ### Orthodox ### #Unique: ### Caucasian Orthodox asset = { type = pdxmesh name = "cp6_building_caucasian_temple_orthodox_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } } ### Slavic Orthodox asset = { type = pdxmesh name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } } #Base: asset = { type = pdxmesh name = "building_western_temple_orthodox_01_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia } } asset = { type = pdxmesh name = "building_mediterranean_temple_orthodox_01_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_orthodox_01_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_orthodox_01_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_mena" } } ### Catholic ### #Unique: ### Western Catholic asset = { type = pdxmesh name = "building_western_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { western_building_gfx } #+2 graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } ### Italian Catholic asset = { type = pdxmesh name = "cp6_building_italian_temple_christian_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } #+1 graphical_cultures = { mediterranean_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } # FP2 Catholic variant for Iberia asset = { type = pdxmesh name = "fp2_building_iberian_christian_01_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @illustration_iberian_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } #+1 graphical_cultures = { iberian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } #Base: asset = { type = pdxmesh name = "building_western_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia } } asset = { type = pdxmesh name = "building_mediterranean_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_mena" } } ### Zoroastrian ### #Iranian asset = { type = entity name = "fp3_building_persian_temple_01_a_01_entity" requires_dlc_flag = legacy_of_persia illustration = @illustration_iranian_zoroastrian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "zoroastrian_gfx" } #+1 graphical_cultures = { iranian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } #Base: asset = { type = entity name = "fp3_building_persian_temple_01_a_01_entity" requires_dlc_flag = legacy_of_persia illustration = @illustration_iranian_zoroastrian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "zoroastrian_gfx" } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } ### Islamic ### #Unique: ### FP2 Islamic variant for Iberia asset = { type = pdxmesh name = "fp2_building_iberian_mosque_01_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @illustration_iberian_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } #+1 graphical_cultures = { iberian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } ### Southeast Asian Mosques asset = { type = pdxmesh name = "cp6_building_se_asia_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } } ### Persian Mosques asset = { type = pdxmesh name = "cp6_building_persian_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } #+1 graphical_cultures = { iranian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } ### African Mosques asset = { type = pdxmesh name = "cp6_building_african_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { african_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } } ### Turkish Mosques asset = { type = pdxmesh name = "cp6_building_turkish_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { steppe_building_gfx byzantine_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } } ### Indian Mosques asset = { type = pdxmesh name = "cp6_building_indian_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } } #General: asset = { type = pdxmesh name = "building_western_temple_islamic_01_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia } } asset = { type = pdxmesh name = "building_mediterranean_temple_islamic_01_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_islamic_01_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_islamic_01_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_mena" } } ### Tengri ### asset = { type = entity name = "mpo_mongol_temple_01_entity" illustration = @illustration_tengri soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "tengrism_gfx" } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } asset = { #Also fallback for pagans in the steppe type = entity name = "mpo_mongol_temple_01_entity" illustration = @illustration_tengri soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1 graphical_cultures = { steppe_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } ### Shinto ### #Uniquely Japanese: asset = { type = pdxmesh name = "tgp_building_japanese_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_shinto soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { shinto_gfx } #+1 graphical_cultures = { japanese_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } #Generic: asset = { #Same used everywhere that shinto exists type = pdxmesh name = "tgp_building_japanese_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_shinto soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { shinto_gfx } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } ### Non-European pagan asset = { type = pdxmesh name = "tgp_building_se_asia_pagan_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_southeast_asian_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { pagan_gfx } graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia graphical_siberia } #+4 } #Generic Pagan: asset = { type = pdxmesh name = "building_western_temple_pagan_01_mesh" illustration = @illustration_northern_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "pagan_gfx" } #+1 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } asset = { type = pdxmesh name = "building_western_temple_pagan_01_mesh" illustration = @illustration_northern_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { pagan_gfx } #+1 graphical_cultures = { western_building_gfx byzantine_building_gfx #DLC Fallback: arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Sinitic ### #Unique: asset = { type = pdxmesh name = "tgp_building_chinese_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_chinese soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { sinitic_gfx } #+1 graphical_cultures = { chinese_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } #Base: asset = { type = pdxmesh name = "tgp_building_chinese_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_chinese soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { sinitic_gfx } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } ### Dharmic ### #All Dharmics try to use the General Tempel Citadel look asset = { type = pdxmesh name = "tgp_building_se_asia_temple_01_mesh" illustration = @illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" } graphical_cultures = { indian_building_gfx southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } } #Tibetan Graphical Culture asset = { type = pdxmesh name = "cp6_building_tibetan_temple_dharmic_01_mesh" illustration = @illustration_india requires_dlc_flag = holy_buildings soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" } graphical_cultures = { tibetan_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #General: asset = { type = pdxmesh name = "tgp_building_se_asia_temple_01_mesh" illustration = @illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" #DLC Fallbacks: sinitic_gfx shinto_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic iranian_building_gfx african_building_gfx steppe_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia graphical_mediterranean graphical_india graphical_mena } } can_construct_potential = { barony_cannot_construct_holding = no scope:holder = { OR = { government_has_flag = government_is_mandala faith = { has_doctrine_parameter = NEOW_can_build_citadels } } } } can_construct = { scope:holder = { OR = { government_has_flag = government_is_mandala faith = { has_doctrine_parameter = NEOW_can_build_citadels } } } } can_construct_showing_failures_only = { building_requirement_tribal = no building_requirement_tribal_holding_in_county = yes building_requirement_nomad = no building_requirement_nomad_holding_in_county = yes building_requirement_herder = no building_requirement_herder_holding_in_county = yes } cost_gold = main_building_tier_1_cost next_building = temple_citadel_02 levy = normal_building_levy_tier_2 max_garrison = good_building_max_garrison_tier_1 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 province_modifier = { monthly_income = super_poor_building_tax_tier_1 tax_per_piety_level = super_poor_building_tax_tier_1 fort_level = normal_building_fort_level_tier_1 stationed_maa_damage_mult_per_piety_level = 0.01 stationed_maa_toughness_mult_per_piety_level = 0.01 travel_danger = -10 } province_terrain_modifier = { parameter = coastal_holding_bonuses is_coastal = yes build_speed = -0.1 } province_culture_modifier = { parameter = temple_citadel_fort_level_bonus fort_level = 1 } county_culture_modifier = { parameter = temple_citadel_control_bonus monthly_county_control_growth_add = 0.1 } province_culture_modifier = { parameter = castle_fortifications_increase defender_holding_advantage = 3 } province_government_modifier = { parameter = government_is_mandala monthly_county_control_growth_factor = 0.05 } character_culture_modifier = { parameter = castle_grant_prestige monthly_prestige = 0.02 monthly_dynasty_prestige = 0.01 } character_government_modifier = { parameter = government_is_mandala monthly_piety = 0.1 } province_terrain_modifier = { parameter = maritime_mercantilism_coastal_holdings is_coastal = yes tax_mult = maritime_mercantilism_coastal_holdings_value } province_terrain_modifier = { parameter = castle_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 1 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 2 } character_modifier = { men_at_arms_cap = 1 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -1 } flag = temple_citadel type_icon = "tgp_icon_building_mandala_capital_tier_02.dds" on_complete = { county.holder = { if = { limit = { culture = { has_cultural_parameter = renown_from_temple_construction } exists = dynasty } dynasty = { add_dynasty_prestige = major_dynasty_prestige_value } } if = { limit = { culture = { has_cultural_parameter = extra_piety_from_temple_construction } } add_piety = omega_piety_gain } else_if = { limit = { government_has_flag = government_is_mandala } mandala_built_temple_holding_effect = yes } else = { add_piety = massive_piety_gain } save_scope_as = temple_location if = { limit = { culture = { has_cultural_parameter = more_fervor_on_church_construction } } faith = { change_fervor = { value = 5 desc = fervor_gain_built_temple_holding } } } else = { faith = { change_fervor = { value = 1 desc = fervor_gain_built_temple_holding } } } if = { limit = { culture = { has_cultural_parameter = prestige_from_temple_construction } } add_prestige = massive_prestige_gain } #Holy Legend Seed drop if = { limit = { has_dlc_feature = legends NOR = { has_game_rule = historical_legends_only has_personal_legend_seed = holy } } random = { chance = { value = 10 if = { limit = { piety_level >= high_piety_level } add = 15 #25% } if = { limit = { piety_level >= max_piety_level } add = 25 #50% } } send_interface_toast = { type = msg_legend_seed_created title = holy_seed_toast left_icon = root.barony create_legend_seed = { type = holy quality = famed chronicle = saintly_building properties = { location = prev religion = this.religion faith = this.faith } } } } } if = { limit = { any_vassal = { has_vassal_stance = parochial } save_temporary_scope_as = holder_scope } custom_tooltip = parochial_vassal_approves_holding_construction hidden_effect = { every_vassal = { limit = { has_vassal_stance = parochial } add_opinion = { target = prev modifier = parochial_approves_holding_construction_opinion } } } } if = { limit = { any_vassal = { has_vassal_stance = zealot } save_temporary_scope_as = holder_scope } custom_tooltip = zealot_vassal_approves_holding_construction hidden_effect = { every_vassal = { limit = { has_vassal_stance = zealot } add_opinion = { target = prev modifier = zealot_approves_temple_construction_opinion } } } } } county = { if = { limit = { holder.culture = { has_cultural_parameter = warmonger_city_founders } } change_county_control = 100 } } #to give follow-up to the vassal.1001 event hidden_effect = { if = { limit = { exists = province_owner } province_owner = { save_scope_as = owner_of_province scope:owner_of_province = { if = { #Religious liege asked me to build a temple limit = { exists = var:promised_to_build_temple var:promised_to_build_temple = { is_alive = yes faith = scope:owner_of_province.faith } has_character_flag = promised_liege_temple } trigger_event = vassal.1010 } if = { #Religious vassal asked me to build a temple limit = { exists = var:promised_to_build_temple var:promised_to_build_temple = { is_alive = yes faith = scope:owner_of_province.faith } has_character_flag = promised_vassal_temple } trigger_event = vassal.1110 } #To remove the variables if the character has died or someone has changed their faith if = { limit = { exists = var:promised_to_build_temple OR = { var:promised_to_build_temple = { is_alive = no } faith != scope:owner_of_province.faith } } remove_variable = promised_to_build_temple } } } } } } ai_value = { base = 100 modifier = { factor = 0 scope:holder = { NOR = { government_has_flag = government_is_mandala faith = { has_doctrine_parameter = NEOW_can_build_citadels } } } } } } temple_citadel_02 = { construction_time = slow_construction_time #Meshes (Indented for readability) ### GENERIC ### #Generic Base: asset = { type = pdxmesh name = "building_western_temple_generic_01_mesh" illustration = @illustration_generic_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_generic_01_mesh" illustration = @illustration_generic_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_generic_01_mesh" illustration = @illustration_generic_arid soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_generic_01_mesh" illustration = @illustration_generic_arid soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_mena" } } ### Orthodox ### #Unique: ### Caucasian Orthodox asset = { type = pdxmesh name = "cp6_building_caucasian_temple_orthodox_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh graphical_regions = { "graphical_mediterranean" } } ### Slavic Orthodox asset = { type = pdxmesh name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #Base: asset = { type = pdxmesh name = "building_western_temple_orthodox_01_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_orthodox_01_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_orthodox_01_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_orthodox_01_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_mena" } } ### Catholic ### #Unique: ### Western Catholic asset = { type = pdxmesh name = "building_western_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { western_building_gfx } #+2 graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } ### Italian Catholic asset = { type = pdxmesh name = "cp6_building_italian_temple_christian_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } #+1 graphical_cultures = { mediterranean_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } # FP2 Catholic variant for Iberia asset = { type = pdxmesh name = "fp2_building_iberian_christian_01_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @illustration_iberian_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } #+1 graphical_cultures = { iberian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #General: asset = { type = pdxmesh name = "building_western_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_christian_01_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_mena" } } ### Zoroastrian ### #Unique: asset = { type = entity name = "fp3_building_persian_temple_01_a_01_entity" requires_dlc_flag = legacy_of_persia illustration = @illustration_iranian_zoroastrian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "zoroastrian_gfx" } #+1 graphical_cultures = { iranian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { type = entity name = "fp3_building_persian_temple_01_a_01_entity" requires_dlc_flag = legacy_of_persia illustration = @illustration_iranian_zoroastrian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "zoroastrian_gfx" } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Islamic ### #Unique: ### FP2 Islamic variant for Iberia asset = { type = pdxmesh name = "fp2_building_iberian_mosque_01_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @illustration_iberian_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } #+1 graphical_cultures = { iberian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Southeast Asian Mosques asset = { type = pdxmesh name = "cp6_building_se_asia_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } ### Persian Mosques asset = { type = pdxmesh name = "cp6_building_persian_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } #+1 graphical_cultures = { iranian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### African Mosques asset = { type = pdxmesh name = "cp6_building_african_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { african_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } ### Turkish Mosques asset = { type = pdxmesh name = "cp6_building_turkish_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { steppe_building_gfx byzantine_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } ### Indian Mosques asset = { type = pdxmesh name = "cp6_building_indian_temple_islamic_01_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #General: asset = { type = pdxmesh name = "building_western_temple_islamic_01_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_islamic_01_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_islamic_01_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_islamic_01_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_mena" } } ### Tengri ### asset = { type = entity name = "mpo_mongol_temple_01_entity" illustration = @illustration_tengri soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "tengrism_gfx" } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } asset = { type = entity name = "mpo_mongol_temple_01_entity" illustration = @illustration_tengri soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1 graphical_cultures = { steppe_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Shinto ### #Unique: asset = { type = pdxmesh name = "tgp_building_japanese_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_shinto soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { shinto_gfx } #+1 graphical_cultures = { japanese_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4 } #Base: asset = { #Same used everywhere that shinto exists type = pdxmesh name = "tgp_building_japanese_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_shinto soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { shinto_gfx } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Non-European pagan asset = { type = pdxmesh name = "tgp_building_se_asia_pagan_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_southeast_asian_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { pagan_gfx } graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4 } #Generic Pagan: asset = { type = pdxmesh name = "building_western_temple_pagan_01_mesh" illustration = @illustration_northern_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "pagan_gfx" } #+1 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } asset = { type = pdxmesh name = "building_western_temple_pagan_01_mesh" illustration = @illustration_northern_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { pagan_gfx } #+1 graphical_cultures = { western_building_gfx byzantine_building_gfx #DLC Fallback: arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Sinitic ### #Unique: asset = { type = pdxmesh name = "tgp_building_chinese_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_chinese soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { sinitic_gfx } #+1 graphical_cultures = { chinese_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { type = pdxmesh name = "tgp_building_chinese_temple_01_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_chinese soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { sinitic_gfx } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Dharmic ### #All Dharmics try to use the General Tempel Citadel look asset = { type = pdxmesh name = "tgp_building_se_asia_temple_02_mesh" illustration = @illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" } graphical_cultures = { indian_building_gfx southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } } #Tibetan Graphical Culture asset = { type = pdxmesh name = "cp6_building_tibetan_temple_dharmic_01_mesh" illustration = @illustration_india requires_dlc_flag = holy_buildings soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" } graphical_cultures = { tibetan_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #General: asset = { type = pdxmesh name = "tgp_building_se_asia_temple_02_mesh" illustration = @illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" #DLC Fallbacks: sinitic_gfx shinto_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic iranian_building_gfx african_building_gfx steppe_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia graphical_mediterranean graphical_india graphical_mena } } can_construct_potential = { building_requirement_tribal = no } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = temple_next_level } } } scope:holder.culture = { has_innovation = innovation_manorialism } } trigger_else = { scope:holder.culture = { has_cultural_parameter = temple_next_level has_innovation = innovation_city_planning } } } cost_gold = main_building_tier_2_cost next_building = temple_citadel_03 levy = normal_building_levy_tier_4 max_garrison = good_building_max_garrison_tier_2 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3 province_modifier = { monthly_income = super_poor_building_tax_tier_2 tax_per_piety_level = super_poor_building_tax_tier_3 fort_level = good_building_fort_level_tier_2 stationed_maa_damage_mult_per_piety_level = 0.03 stationed_maa_toughness_mult_per_piety_level = 0.03 travel_danger = -12 } province_terrain_modifier = { parameter = coastal_holding_bonuses is_coastal = yes build_speed = -0.1 } province_culture_modifier = { parameter = temple_citadel_fort_level_bonus fort_level = 2 } county_culture_modifier = { parameter = temple_citadel_control_bonus monthly_county_control_growth_add = 0.2 } province_culture_modifier = { parameter = castle_fortifications_increase defender_holding_advantage = 6 } province_government_modifier = { parameter = government_is_mandala monthly_county_control_growth_factor = 0.1 } character_culture_modifier = { parameter = castle_grant_prestige monthly_prestige = 0.03 monthly_dynasty_prestige = 0.02 } character_government_modifier = { parameter = government_is_mandala monthly_piety = 0.1 } province_terrain_modifier = { parameter = maritime_mercantilism_coastal_holdings is_coastal = yes tax_mult = maritime_mercantilism_coastal_holdings_value } province_terrain_modifier = { parameter = castle_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 2 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 3 } character_modifier = { men_at_arms_cap = 1 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -2 } flag = temple_citadel on_complete = { county.holder = { if = { limit = { culture = { has_cultural_parameter = renown_from_temple_construction } exists = dynasty } dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } } if = { limit = { culture = { has_cultural_parameter = more_fervor_on_church_construction } } faith = { change_fervor = { value = 2 desc = fervor_gain_upgraded_temple_holding_culture_parameter } } } } barony.holder = { if = { limit = { any_vassal = { has_vassal_stance = parochial } save_temporary_scope_as = holder_scope } custom_tooltip = parochial_vassal_approves_holding_upgrade hidden_effect = { every_vassal = { limit = { has_vassal_stance = parochial } add_opinion = { target = prev modifier = parochial_approves_holding_upgrade_opinion } } } } if = { limit = { any_vassal = { has_vassal_stance = zealot } save_temporary_scope_as = holder_scope } custom_tooltip = zealot_vassal_approves_holding_upgrade hidden_effect = { every_vassal = { limit = { has_vassal_stance = zealot } add_opinion = { target = prev modifier = zealot_approves_temple_upgrade_opinion } } } } } scope:character = { if = { limit = { government_has_flag = government_is_mandala } mandala_upgraded_temple_holding_effect = yes } } # Building Oath hidden_effect = { if = { limit = { county.holder = { has_character_modifier = oath_of_buildings } } county.holder = { save_scope_as = holder } add_random_economic_building_effect = yes add_random_military_building_effect = yes add_random_fortification_building_effect = yes } } } ai_value = { base = 9 ai_general_building_modifier = yes modifier = { add = 1 scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } } modifier = { add = 10 scope:holder.culture = { has_cultural_era_or_later = culture_era_high_medieval } } modifier = { factor = 3 scope:holder.capital_province = this } modifier = { factor = 0.1 free_building_slots >= 1 years_from_game_start >= 1 } modifier = { factor = 0.1 combined_building_level <= 10 years_from_game_start >= 1 } #Needed for the initial construction setup for the AI (to avoid the AI spending their free construction setup on upgrading all holdings instead of building buildings) modifier = { factor = 0.3 years_from_game_start <= 0.01 } } } temple_citadel_03 = { construction_time = slow_construction_time #Meshes (Indented for readability) ### GENERIC ### #Generic Base: asset = { type = pdxmesh name = "building_western_temple_generic_02_mesh" illustration = @illustration_generic_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_generic_02_mesh" illustration = @illustration_generic_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_generic_02_mesh" illustration = @illustration_generic_arid soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_generic_02_mesh" illustration = @illustration_generic_arid soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_mena" } } ### Orthodox ### #Unique: ### Caucasian Orthodox asset = { type = pdxmesh name = "cp6_building_caucasian_temple_orthodox_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh graphical_regions = { "graphical_mediterranean" } } ### Slavic Orthodox asset = { type = pdxmesh name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #Base: asset = { type = pdxmesh name = "building_western_temple_orthodox_02_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_orthodox_02_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_orthodox_02_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_orthodox_02_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_mena" } } ### Catholic ### ### Western Catholic asset = { type = pdxmesh name = "building_western_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { western_building_gfx } #+2 graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } ### Italian Catholic asset = { type = pdxmesh name = "cp6_building_italian_temple_christian_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } #+1 graphical_cultures = { mediterranean_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } # FP2 Catholic variant for Iberia asset = { type = pdxmesh name = "fp2_building_iberian_christian_02_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @illustration_iberian_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } #+1 graphical_cultures = { iberian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { type = pdxmesh name = "building_western_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_mena" } } ### Zoroastrian ### #Unique: asset = { type = entity name = "fp3_building_persian_temple_02_a_01_entity" requires_dlc_flag = legacy_of_persia illustration = @illustration_iranian_zoroastrian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "zoroastrian_gfx" } #+1 graphical_cultures = { iranian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { type = entity name = "fp3_building_persian_temple_02_a_01_entity" requires_dlc_flag = legacy_of_persia illustration = @illustration_iranian_zoroastrian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Islamic ### ### FP2 Islamic variant for Iberia asset = { type = pdxmesh name = "fp2_building_iberian_mosque_02_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @illustration_iberian_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } #+1 graphical_cultures = { iberian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Southeast Asian Mosques asset = { type = pdxmesh name = "cp6_building_se_asia_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } ### Persian Mosques asset = { type = pdxmesh name = "cp6_building_persian_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } #+1 graphical_cultures = { iranian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### African Mosques asset = { type = pdxmesh name = "cp6_building_african_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { african_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } ### Turkish Mosques asset = { type = pdxmesh name = "cp6_building_turkish_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { steppe_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } ### Indian Mosques asset = { type = pdxmesh name = "cp6_building_indian_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #General: asset = { type = pdxmesh name = "building_western_temple_islamic_02_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_islamic_02_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_islamic_02_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_islamic_02_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_mena" } } ### Tengri ### asset = { type = entity name = "mpo_mongol_temple_01_entity" illustration = @illustration_tengri soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "tengrism_gfx" } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } asset = { type = entity name = "mpo_mongol_temple_01_entity" illustration = @illustration_tengri soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1 graphical_cultures = { steppe_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Shinto ### #Unique: asset = { type = pdxmesh name = "tgp_building_japanese_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_shinto soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { shinto_gfx } #+1 graphical_cultures = { japanese_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { #Same used everywhere that shinto exists type = pdxmesh name = "tgp_building_japanese_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_shinto soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { shinto_gfx } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Non-European pagan asset = { type = pdxmesh name = "tgp_building_se_asia_pagan_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_southeast_asian_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { pagan_gfx } graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4 } #Generic Pagan: asset = { type = pdxmesh name = "building_western_temple_pagan_02_mesh" illustration = @illustration_northern_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "pagan_gfx" } #+1 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } asset = { type = pdxmesh name = "building_western_temple_pagan_02_mesh" illustration = @illustration_northern_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { pagan_gfx } #+1 graphical_cultures = { western_building_gfx byzantine_building_gfx #DLC Fallback: arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Sinitic ### #Unique: asset = { type = pdxmesh name = "tgp_building_chinese_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_chinese soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { sinitic_gfx } #+1 graphical_cultures = { chinese_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { type = pdxmesh name = "tgp_building_chinese_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_chinese soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { sinitic_gfx } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #All Dharmics try to use the General Tempel Citadel look asset = { type = pdxmesh name = "tgp_building_se_asia_temple_03_mesh" illustration = @illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" } graphical_cultures = { indian_building_gfx southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena } } #Tibetan Graphical Culture asset = { type = pdxmesh name = "cp6_building_tibetan_temple_dharmic_01_mesh" illustration = @illustration_india requires_dlc_flag = holy_buildings soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" } graphical_cultures = { tibetan_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #General: asset = { type = pdxmesh name = "tgp_building_se_asia_temple_03_mesh" illustration = @illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" #DLC Fallbacks: sinitic_gfx shinto_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic iranian_building_gfx african_building_gfx steppe_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena } } can_construct_potential = { building_requirement_tribal = no } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = temple_next_level } } } scope:holder.culture = { has_innovation = innovation_windmills } } trigger_else = { scope:holder.culture = { has_cultural_parameter = temple_next_level has_innovation = innovation_manorialism } } } cost_gold = main_building_tier_3_cost next_building = temple_citadel_04 levy = normal_building_levy_tier_6 max_garrison = good_building_max_garrison_tier_4 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_5 province_modifier = { monthly_income = super_poor_building_tax_tier_3 tax_per_piety_level = super_poor_building_tax_tier_5 fort_level = good_building_fort_level_tier_3 stationed_maa_damage_mult_per_piety_level = 0.05 stationed_maa_toughness_mult_per_piety_level = 0.05 travel_danger = -14 } province_terrain_modifier = { parameter = coastal_holding_bonuses is_coastal = yes build_speed = -0.1 } province_culture_modifier = { parameter = temple_citadel_fort_level_bonus fort_level = 3 } county_culture_modifier = { parameter = temple_citadel_control_bonus monthly_county_control_growth_add = 0.3 } province_culture_modifier = { parameter = castle_fortifications_increase defender_holding_advantage = 10 } province_government_modifier = { parameter = government_is_mandala monthly_county_control_growth_factor = 0.15 } character_culture_modifier = { parameter = castle_grant_prestige monthly_prestige = 0.04 monthly_dynasty_prestige = 0.03 } character_government_modifier = { parameter = government_is_mandala monthly_piety_from_buildings_mult = 0.1 monthly_piety = 0.4 } province_terrain_modifier = { parameter = maritime_mercantilism_coastal_holdings is_coastal = yes tax_mult = maritime_mercantilism_coastal_holdings_value } province_terrain_modifier = { parameter = castle_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 3 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 4 } character_modifier = { men_at_arms_cap = 1 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -3 } flag = temple_citadel on_complete = { county.holder = { if = { limit = { culture = { has_cultural_parameter = renown_from_temple_construction } exists = dynasty } dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } } if = { limit = { culture = { has_cultural_parameter = more_fervor_on_church_construction } } faith = { change_fervor = { value = 2 desc = fervor_gain_upgraded_temple_holding_culture_parameter } } } } barony.holder = { if = { limit = { any_vassal = { has_vassal_stance = parochial } save_temporary_scope_as = holder_scope } custom_tooltip = parochial_vassal_approves_holding_upgrade hidden_effect = { every_vassal = { limit = { has_vassal_stance = parochial } add_opinion = { target = prev modifier = parochial_approves_holding_upgrade_opinion } } } } if = { limit = { any_vassal = { has_vassal_stance = zealot } save_temporary_scope_as = holder_scope } custom_tooltip = zealot_vassal_approves_holding_upgrade hidden_effect = { every_vassal = { limit = { has_vassal_stance = zealot } add_opinion = { target = prev modifier = zealot_approves_temple_upgrade_opinion } } } } } scope:character = { if = { limit = { government_has_flag = government_is_mandala } mandala_upgraded_temple_holding_effect = yes } } } ai_value = { base = 8 ai_general_building_modifier = yes modifier = { add = 1 scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } } modifier = { add = 10 scope:holder.culture = { has_cultural_era_or_later = culture_era_late_medieval } } modifier = { factor = 3 scope:holder.capital_province = this } modifier = { factor = 0.2 combined_building_level <= 20 years_from_game_start >= 1 } } } temple_citadel_04 = { construction_time = slow_construction_time #Meshes (Indented for readability) ### GENERIC ### #Generic Base: asset = { type = pdxmesh name = "building_western_temple_generic_02_mesh" illustration = @illustration_generic_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_generic_02_mesh" illustration = @illustration_generic_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_generic_02_mesh" illustration = @illustration_generic_arid soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_generic_02_mesh" illustration = @illustration_generic_arid soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } graphical_regions = { "graphical_mena" } } ### Orthodox ### #Unique: ### Caucasian Orthodox asset = { type = pdxmesh name = "cp6_building_caucasian_temple_orthodox_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh graphical_regions = { "graphical_mediterranean" } } ### Slavic Orthodox asset = { type = pdxmesh name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #Base: asset = { type = pdxmesh name = "building_western_temple_orthodox_02_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_orthodox_02_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_orthodox_02_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_orthodox_02_mesh" illustration = @illustration_orthodox soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "orthodox_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #If you have no DLC: east_slavic_building_gfx caucasian_building_gfx } graphical_regions = { "graphical_mena" } } ### Catholic ### #Unique: ### Western Catholic asset = { type = pdxmesh name = "building_western_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { western_building_gfx } #+2 graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } ### Italian Catholic asset = { type = pdxmesh name = "cp6_building_italian_temple_christian_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } #+1 graphical_cultures = { mediterranean_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } # FP2 Catholic variant for Iberia asset = { type = pdxmesh name = "fp2_building_iberian_christian_02_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @illustration_iberian_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } #+1 graphical_cultures = { iberian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { type = pdxmesh name = "building_western_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_christian_02_mesh" illustration = @illustration_christian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "catholic_gfx" } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC fallbacks: iberian_building_gfx mediterranean_building_gfx western_building_gfx } graphical_regions = { "graphical_mena" } } ### Zoroastrian ### #Unique: asset = { type = entity name = "fp3_building_persian_temple_02_a_01_entity" requires_dlc_flag = legacy_of_persia illustration = @illustration_iranian_zoroastrian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "zoroastrian_gfx" } #+1 graphical_cultures = { iranian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { type = entity name = "fp3_building_persian_temple_02_a_01_entity" requires_dlc_flag = legacy_of_persia illustration = @illustration_iranian_zoroastrian soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "zoroastrian_gfx" } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Islamic ### #Unique: ### FP2 Islamic variant for Iberia asset = { type = pdxmesh name = "fp2_building_iberian_mosque_02_mesh" requires_dlc_flag = the_fate_of_iberia illustration = @illustration_iberian_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } #+1 graphical_cultures = { iberian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Southeast Asian Mosques asset = { type = pdxmesh name = "cp6_building_se_asia_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } ### Persian Mosques asset = { type = pdxmesh name = "cp6_building_persian_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } #+1 graphical_cultures = { iranian_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### African Mosques asset = { type = pdxmesh name = "cp6_building_african_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { african_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } ### Turkish Mosques asset = { type = pdxmesh name = "cp6_building_turkish_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { steppe_building_gfx byzantine_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } ### Indian Mosques asset = { type = pdxmesh name = "cp6_building_indian_temple_islamic_02_mesh" requires_dlc_flag = holy_buildings illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" } graphical_cultures = { indian_building_gfx tibetan_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #General: asset = { type = pdxmesh name = "building_western_temple_islamic_02_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia } } asset = { type = pdxmesh name = "building_mediterranean_temple_islamic_02_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_mediterranean" } } asset = { type = pdxmesh name = "building_indian_temple_islamic_02_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "building_mena_temple_islamic_02_mesh" illustration = @illustration_islamic soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "islamic_gfx" #Dlc fallback zoroastrian_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx } graphical_regions = { "graphical_mena" } } ### Tengri ### asset = { type = entity name = "mpo_mongol_temple_01_entity" illustration = @illustration_tengri soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "tengrism_gfx" } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } asset = { type = entity name = "mpo_mongol_temple_01_entity" illustration = @illustration_tengri soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1 graphical_cultures = { steppe_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Shinto ### #Unique: asset = { type = pdxmesh name = "tgp_building_japanese_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_shinto soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { shinto_gfx } #+1 graphical_cultures = { japanese_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { #Same used everywhere that shinto exists type = pdxmesh name = "tgp_building_japanese_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_shinto soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { shinto_gfx } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Non-European pagan asset = { type = pdxmesh name = "tgp_building_se_asia_pagan_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_southeast_asian_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { pagan_gfx } graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4 } #Generic Pagan: asset = { type = pdxmesh name = "building_western_temple_pagan_01_mesh" illustration = @illustration_northern_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "pagan_gfx" } #+1 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 } asset = { type = pdxmesh name = "building_western_temple_pagan_01_mesh" illustration = @illustration_northern_pagan soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { pagan_gfx } #+1 graphical_cultures = { western_building_gfx byzantine_building_gfx #DLC Fallback: arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Sinitic ### #Unique: asset = { type = pdxmesh name = "tgp_building_chinese_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_chinese soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { sinitic_gfx } #+1 graphical_cultures = { chinese_building_gfx } #+2 graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } #Base: asset = { type = pdxmesh name = "tgp_building_chinese_temple_02_mesh" requires_dlc_flag = all_under_heaven illustration = @illustration_chinese soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { sinitic_gfx } #+1 graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 } ### Dharmic ### #All Dharmics try to use the General Tempel Citadel look asset = { type = pdxmesh name = "tgp_building_se_asia_temple_04_mesh" illustration = @illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" } graphical_cultures = { indian_building_gfx southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena } } #Tibetan Graphical Culture asset = { type = pdxmesh name = "cp6_building_tibetan_temple_dharmic_01_mesh" illustration = @illustration_india requires_dlc_flag = holy_buildings soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" } graphical_cultures = { tibetan_building_gfx } graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } } #General: asset = { type = pdxmesh name = "tgp_building_se_asia_temple_04_mesh" illustration = @illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } graphical_faiths = { "dharmic_gfx" #DLC Fallbacks: sinitic_gfx shinto_gfx } graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic iranian_building_gfx african_building_gfx steppe_building_gfx east_slavic_building_gfx caucasian_building_gfx western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx #DLC Fallbacks: southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx } graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena } } can_construct_potential = { building_requirement_tribal = no } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = temple_next_level } } } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = temple_next_level has_innovation = innovation_windmills } } } cost_gold = main_building_tier_4_cost levy = normal_building_levy_tier_8 max_garrison = good_building_max_garrison_tier_6 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_7 province_modifier = { monthly_income = super_poor_building_tax_tier_4 tax_per_piety_level = super_poor_building_tax_tier_7 fort_level = good_building_fort_level_tier_4 stationed_maa_damage_mult_per_piety_level = 0.07 stationed_maa_toughness_mult_per_piety_level = 0.07 travel_danger = -16 } province_terrain_modifier = { parameter = coastal_holding_bonuses is_coastal = yes build_speed = -0.1 } province_culture_modifier = { parameter = temple_citadel_fort_level_bonus fort_level = 4 } county_culture_modifier = { parameter = temple_citadel_control_bonus monthly_county_control_growth_add = 0.4 } province_culture_modifier = { parameter = castle_fortifications_increase defender_holding_advantage = 15 } province_government_modifier = { parameter = government_is_mandala monthly_county_control_growth_factor = 0.2 } character_culture_modifier = { parameter = castle_grant_prestige monthly_prestige = 0.05 monthly_dynasty_prestige = 0.04 } character_government_modifier = { parameter = government_is_mandala monthly_piety_from_buildings_mult = 0.2 monthly_piety = 0.6 } province_terrain_modifier = { parameter = maritime_mercantilism_coastal_holdings is_coastal = yes tax_mult = maritime_mercantilism_coastal_holdings_value } province_terrain_modifier = { parameter = castle_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 4 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 5 } character_modifier = { men_at_arms_cap = 1 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -4 } flag = temple_citadel on_complete = { county.holder = { if = { limit = { culture = { has_cultural_parameter = renown_from_temple_construction } exists = dynasty } dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } } if = { limit = { culture = { has_cultural_parameter = more_fervor_on_church_construction } } faith = { change_fervor = { value = 2 desc = fervor_gain_upgraded_temple_holding_culture_parameter } } } } barony.holder = { if = { limit = { any_vassal = { has_vassal_stance = parochial } save_temporary_scope_as = holder_scope } custom_tooltip = parochial_vassal_approves_holding_upgrade hidden_effect = { every_vassal = { limit = { has_vassal_stance = parochial } add_opinion = { target = prev modifier = parochial_approves_holding_upgrade_opinion } } } } if = { limit = { any_vassal = { has_vassal_stance = zealot } save_temporary_scope_as = holder_scope } custom_tooltip = zealot_vassal_approves_holding_upgrade hidden_effect = { every_vassal = { limit = { has_vassal_stance = zealot } add_opinion = { target = prev modifier = zealot_approves_temple_upgrade_opinion } } } } } scope:character = { if = { limit = { government_has_flag = government_is_mandala } mandala_upgraded_temple_holding_effect = yes } } } ai_value = { base = 17 ai_general_building_modifier = yes modifier = { add = 1 scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } } modifier = { factor = 3 scope:holder.capital_province = this } modifier = { factor = 0.2 combined_building_level <= 30 years_from_game_start >= 1 } } } #### # # Temple Citadel Buildings # #### ### Citadel Shrine citadel_shrine_01 = { construction_time = standard_construction_time can_construct_potential = { has_building_or_higher = temple_citadel_01 scope:holder = { government_has_flag = government_is_mandala } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_1_cost levy = normal_building_levy_tier_1 character_modifier = { monthly_piety = 0.05 monthly_prestige = 0.05 } province_modifier = { fort_level = normal_building_fort_level_tier_1 stationed_maa_damage_mult_per_piety_level = 0.01 stationed_maa_toughness_mult_per_piety_level = 0.01 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = citadel_shrine_02 type_icon = "icon_structure_citadel_shrine.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_pious_building_preference_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 } } citadel_shrine_02 = { construction_time = standard_construction_time can_construct_potential = { has_building_or_higher = temple_citadel_01 scope:holder = { government_has_flag = government_is_mandala } culture = { has_innovation = innovation_city_planning } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost levy = normal_building_levy_tier_2 character_modifier = { monthly_piety = 0.1 monthly_prestige = 0.1 } province_modifier = { fort_level = normal_building_fort_level_tier_2 stationed_maa_damage_mult_per_piety_level = 0.02 stationed_maa_toughness_mult_per_piety_level = 0.02 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = citadel_shrine_03 ai_value = { base = 9 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } citadel_shrine_03 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_02 scope:holder = { government_has_flag = government_is_mandala } culture = { has_innovation = innovation_manorialism } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost levy = normal_building_levy_tier_3 character_modifier = { monthly_piety = 0.15 monthly_prestige = 0.15 } province_modifier = { fort_level = normal_building_fort_level_tier_3 stationed_maa_damage_mult_per_piety_level = 0.04 stationed_maa_toughness_mult_per_piety_level = 0.04 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = citadel_shrine_04 ai_value = { base = 8 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } citadel_shrine_04 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_02 scope:holder = { government_has_flag = government_is_mandala } culture = { has_innovation = innovation_manorialism } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost levy = normal_building_levy_tier_4 character_modifier = { monthly_piety = 0.2 monthly_prestige = 0.2 } province_modifier = { fort_level = normal_building_fort_level_tier_4 stationed_maa_damage_mult_per_piety_level = 0.05 stationed_maa_toughness_mult_per_piety_level = 0.05 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = citadel_shrine_05 ai_value = { base = 7 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } citadel_shrine_05 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_03 scope:holder = { government_has_flag = government_is_mandala } culture = { has_innovation = innovation_windmills } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost levy = normal_building_levy_tier_5 character_modifier = { monthly_piety = 0.25 monthly_prestige = 0.25 } province_modifier = { fort_level = normal_building_fort_level_tier_5 stationed_maa_damage_mult_per_piety_level = 0.06 stationed_maa_toughness_mult_per_piety_level = 0.06 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = citadel_shrine_06 ai_value = { base = 6 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } citadel_shrine_06 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_03 scope:holder = { government_has_flag = government_is_mandala } culture = { has_innovation = innovation_windmills } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost levy = normal_building_levy_tier_6 character_modifier = { monthly_piety = 0.3 monthly_prestige = 0.3 } province_modifier = { fort_level = normal_building_fort_level_tier_6 stationed_maa_damage_mult_per_piety_level = 0.07 stationed_maa_toughness_mult_per_piety_level = 0.07 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = citadel_shrine_07 ai_value = { base = 5 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } citadel_shrine_07 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_04 scope:holder = { government_has_flag = government_is_mandala } culture = { has_innovation = innovation_cranes } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost levy = normal_building_levy_tier_7 character_modifier = { monthly_piety = 0.35 monthly_prestige = 0.35 } province_modifier = { fort_level = normal_building_fort_level_tier_7 stationed_maa_damage_mult_per_piety_level = 0.08 stationed_maa_toughness_mult_per_piety_level = 0.08 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = citadel_shrine_08 ai_value = { base = 4 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } citadel_shrine_08 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_03 scope:holder = { government_has_flag = government_is_mandala } culture = { has_innovation = innovation_cranes } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost levy = normal_building_levy_tier_8 character_modifier = { monthly_piety = 0.4 monthly_prestige = 0.4 } province_modifier = { fort_level = normal_building_fort_level_tier_8 stationed_maa_damage_mult_per_piety_level = 0.1 stationed_maa_toughness_mult_per_piety_level = 0.1 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } ### Sacred Pool sacred_pool_01 = { construction_time = standard_construction_time can_construct_potential = { has_building_or_higher = temple_citadel_01 scope:holder = { government_has_flag = government_is_mandala } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_1_cost character_modifier = { monthly_piety_gain_mult = 0.01 } county_modifier = { county_opinion_add = 5 } province_modifier = { defender_holding_advantage = poor_building_advantage_tier_1 tax_per_piety_level = super_poor_building_tax_tier_1 } county_culture_modifier = { parameter = sacred_pool_additional_bonuses build_gold_cost = -0.01 development_growth_factor = normal_building_development_growth_factor_tier_1 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = sacred_pool_02 type_icon = "icon_structure_sacred_pool.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_pious_building_preference_modifier = yes modifier = { factor = 2 free_building_slots <= 1 } modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_cereal_fields_requirement_terrain = yes NOT = { has_building_or_higher = cereal_fields_01 } } } } sacred_pool_02 = { construction_time = standard_construction_time can_construct_potential = { has_building_or_higher = temple_citadel_01 scope:holder = { government_has_flag = government_is_mandala } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } } } scope:holder.culture = { has_innovation = innovation_city_planning } } trigger_else = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost character_modifier = { monthly_piety_gain_mult = 0.02 } county_modifier = { county_opinion_add = 5 } province_modifier = { defender_holding_advantage = poor_building_advantage_tier_2 tax_per_piety_level = super_poor_building_tax_tier_2 } county_culture_modifier = { parameter = sacred_pool_additional_bonuses build_gold_cost = -0.02 development_growth_factor = normal_building_development_growth_factor_tier_2 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = sacred_pool_03 ai_value = { base = 9 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } sacred_pool_03 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_02 scope:holder = { government_has_flag = government_is_mandala } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } } } culture = { has_innovation = innovation_manorialism } } trigger_else = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } scope:holder.culture = { has_innovation = innovation_city_planning } } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost character_modifier = { monthly_piety_gain_mult = 0.03 } county_modifier = { county_opinion_add = 10 } province_modifier = { defender_holding_advantage = poor_building_advantage_tier_3 tax_per_piety_level = super_poor_building_tax_tier_3 } county_culture_modifier = { parameter = sacred_pool_additional_bonuses build_gold_cost = -0.03 development_growth_factor = normal_building_development_growth_factor_tier_3 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = sacred_pool_04 ai_value = { base = 8 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } sacred_pool_04 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_02 scope:holder = { government_has_flag = government_is_mandala } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } } } culture = { has_innovation = innovation_manorialism } } trigger_else = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } scope:holder.culture = { has_innovation = innovation_city_planning } } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost character_modifier = { monthly_piety_gain_mult = 0.04 } county_modifier = { county_opinion_add = 10 } province_modifier = { defender_holding_advantage = poor_building_advantage_tier_4 tax_per_piety_level = super_poor_building_tax_tier_4 } county_culture_modifier = { parameter = sacred_pool_additional_bonuses build_gold_cost = -0.04 development_growth_factor = normal_building_development_growth_factor_tier_4 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = sacred_pool_05 ai_value = { base = 7 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } sacred_pool_05 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_03 scope:holder = { government_has_flag = government_is_mandala } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } } } culture = { has_innovation = innovation_windmills } } trigger_else = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } scope:holder.culture = { has_innovation = innovation_manorialism } } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost character_modifier = { monthly_piety_gain_mult = 0.05 } county_modifier = { county_opinion_add = 15 } province_modifier = { defender_holding_advantage = poor_building_advantage_tier_5 tax_per_piety_level = super_poor_building_tax_tier_5 } county_culture_modifier = { parameter = sacred_pool_additional_bonuses build_gold_cost = -0.05 development_growth_factor = normal_building_development_growth_factor_tier_5 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = sacred_pool_06 ai_value = { base = 6 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } sacred_pool_06 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_03 scope:holder = { government_has_flag = government_is_mandala } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } } } culture = { has_innovation = innovation_windmills } } trigger_else = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } scope:holder.culture = { has_innovation = innovation_manorialism } } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost character_modifier = { monthly_piety_gain_mult = 0.06 } county_modifier = { county_opinion_add = 15 } province_modifier = { defender_holding_advantage = poor_building_advantage_tier_6 tax_per_piety_level = super_poor_building_tax_tier_6 } county_culture_modifier = { parameter = sacred_pool_additional_bonuses build_gold_cost = -0.06 development_growth_factor = normal_building_development_growth_factor_tier_6 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = sacred_pool_07 ai_value = { base = 5 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } sacred_pool_07 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_04 scope:holder = { government_has_flag = government_is_mandala } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } } } culture = { has_innovation = innovation_cranes } } trigger_else = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } scope:holder.culture = { has_innovation = innovation_windmills } } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost character_modifier = { monthly_piety_gain_mult = 0.07 } county_modifier = { county_opinion_add = 20 } province_modifier = { defender_holding_advantage = poor_building_advantage_tier_7 tax_per_piety_level = super_poor_building_tax_tier_7 } county_culture_modifier = { parameter = sacred_pool_additional_bonuses build_gold_cost = -0.07 development_growth_factor = normal_building_development_growth_factor_tier_7 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = sacred_pool_08 ai_value = { base = 4 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } sacred_pool_08 = { construction_time = standard_construction_time can_construct = { has_building_or_higher = temple_citadel_03 scope:holder = { government_has_flag = government_is_mandala } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } } } culture = { has_innovation = innovation_cranes } } trigger_else = { culture = { has_cultural_parameter = may_build_sacred_pools_ahead_of_time } scope:holder.culture = { has_innovation = innovation_windmills } } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost character_modifier = { monthly_piety_gain_mult = 0.08 } county_modifier = { county_opinion_add = 20 } province_modifier = { defender_holding_advantage = poor_building_advantage_tier_8 tax_per_piety_level = super_poor_building_tax_tier_8 } county_culture_modifier = { parameter = sacred_pool_additional_bonuses build_gold_cost = -0.08 development_growth_factor = normal_building_development_growth_factor_tier_8 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } ### Vihara Halls vihara_halls_01 = { construction_time = standard_construction_time can_construct_potential = { scope:holder = { government_has_flag = government_is_mandala } has_building_or_higher = temple_citadel_01 has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_1_cost levy = small_building_levy_tier_1 county_holder_character_modifier = { owned_legend_spread_mult = 0.05 legitimacy_gain_mult = 0.01 } county_modifier = { monthly_county_control_growth_add = 0.1 development_growth = low_building_development_growth_tier_1 } character_modifier = { monthly_piety = 0.1 monthly_dynasty_prestige = 0.01 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = vihara_halls_02 type_icon = "icon_structure_vihara_halls.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_tier_1_pious_building_preference_modifier = yes modifier = { factor = 2 free_building_slots <= 1 } modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_cereal_fields_requirement_terrain = yes NOT = { has_building_or_higher = cereal_fields_01 } } } } vihara_halls_02 = { construction_time = standard_construction_time can_construct_potential = { scope:holder = { government_has_flag = government_is_mandala } has_building_or_higher = temple_citadel_01 culture = { has_innovation = innovation_city_planning } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost levy = small_building_levy_tier_2 county_holder_character_modifier = { owned_legend_spread_mult = 0.1 legitimacy_gain_mult = 0.02 } character_modifier = { monthly_piety = 0.2 monthly_dynasty_prestige = 0.02 } county_modifier = { monthly_county_control_growth_add = 0.2 development_growth = low_building_development_growth_tier_2 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = vihara_halls_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } vihara_halls_03 = { construction_time = standard_construction_time can_construct = { scope:holder = { government_has_flag = government_is_mandala } has_building_or_higher = temple_citadel_02 culture = { has_innovation = innovation_manorialism } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost levy = small_building_levy_tier_3 county_holder_character_modifier = { owned_legend_spread_mult = 0.15 legitimacy_gain_mult = 0.03 } character_modifier = { monthly_piety = 0.3 monthly_dynasty_prestige = 0.03 } county_modifier = { monthly_county_control_growth_add = 0.3 development_growth = low_building_development_growth_tier_3 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = vihara_halls_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } vihara_halls_04 = { construction_time = standard_construction_time can_construct = { scope:holder = { government_has_flag = government_is_mandala } has_building_or_higher = temple_citadel_02 culture = { has_innovation = innovation_manorialism } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost levy = small_building_levy_tier_4 county_holder_character_modifier = { owned_legend_spread_mult = 0.2 legitimacy_gain_mult = 0.04 } character_modifier = { monthly_piety = 0.4 monthly_dynasty_prestige = 0.04 } county_modifier = { monthly_county_control_growth_add = 0.4 development_growth = low_building_development_growth_tier_4 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = vihara_halls_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } vihara_halls_05 = { construction_time = standard_construction_time can_construct = { scope:holder = { government_has_flag = government_is_mandala } has_building_or_higher = temple_citadel_03 culture = { has_innovation = innovation_windmills } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost levy = small_building_levy_tier_5 county_holder_character_modifier = { owned_legend_spread_mult = 0.25 legitimacy_gain_mult = 0.05 } character_modifier = { monthly_piety = 0.5 monthly_dynasty_prestige = 0.05 } county_modifier = { monthly_county_control_growth_add = 0.5 development_growth = low_building_development_growth_tier_5 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = vihara_halls_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } vihara_halls_06 = { construction_time = standard_construction_time can_construct = { scope:holder = { government_has_flag = government_is_mandala } has_building_or_higher = temple_citadel_03 culture = { has_innovation = innovation_windmills } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost levy = small_building_levy_tier_6 county_holder_character_modifier = { owned_legend_spread_mult = 0.3 legitimacy_gain_mult = 0.06 } character_modifier = { monthly_piety = 0.6 monthly_dynasty_prestige = 0.06 } county_modifier = { monthly_county_control_growth_add = 0.6 development_growth = low_building_development_growth_tier_6 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = vihara_halls_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } vihara_halls_07 = { construction_time = standard_construction_time can_construct = { scope:holder = { government_has_flag = government_is_mandala } has_building_or_higher = temple_citadel_04 culture = { has_innovation = innovation_cranes } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost levy = small_building_levy_tier_7 county_holder_character_modifier = { owned_legend_spread_mult = 0.35 legitimacy_gain_mult = 0.07 } character_modifier = { monthly_piety = 0.7 monthly_dynasty_prestige = 0.07 } county_modifier = { monthly_county_control_growth_add = 0.7 development_growth = low_building_development_growth_tier_7 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } next_building = vihara_halls_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } vihara_halls_08 = { construction_time = standard_construction_time can_construct = { scope:holder = { government_has_flag = government_is_mandala } has_building_or_higher = temple_citadel_03 culture = { has_innovation = innovation_cranes } has_dlc = "All Under Heaven" } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost levy = small_building_levy_tier_8 county_holder_character_modifier = { owned_legend_spread_mult = 0.4 legitimacy_gain_mult = 0.08 } character_modifier = { monthly_piety = 0.8 monthly_dynasty_prestige = 0.08 } county_modifier = { monthly_county_control_growth_add = 0.8 development_growth = low_building_development_growth_tier_8 } on_complete = { #Regular Mandala Boon mandala_built_piety_building_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } }