########### ## Special buildings rewarded from legends ########### legendary_shrine = { asset = { type = pdxmesh name = "fp4_legendary_steppe_shrine_01_a_mesh" } asset = { type = pdxmesh name = "fp4_legendary_building_christian_shrine_01_mesh" graphical_faiths = { "catholic_gfx" } } asset = { type = pdxmesh name = "fp4_legendary_islamic_shrine_01_a_mesh" graphical_faiths = { "islamic_gfx" "judaism_gfx" } } asset = { type = pdxmesh name = "fp4_legendary_building_norse_shrine_01_a_mesh" graphical_cultures = { norse_building_gfx } graphical_faiths = { pagan_gfx } } asset = { type = pdxmesh name = "fp4_legendary_dharmic_shrine_01_a_mesh" graphical_faiths = { dharmic_gfx } } construction_time = very_slow_construction_time type_icon = "icon_building_legendary_shrine.dds" is_enabled = { always = yes } cost = { gold = 1000 piety = 1000 } character_modifier = { monthly_piety = 0.15 zealot_opinion = 5 zealot_tax_contribution_mult = 0.05 same_faith_opinion = 5 zealot_tax_contribution_mult = 0.1 life_expectancy = 5 } county_modifier = { tax_mult = 0.05 monthly_county_control_growth_add = 0.1 } province_modifier = { monthly_income = 0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } on_complete = { root = { save_scope_as = legendary_province } county.holder = { if = { limit = { has_trait = pilgrim } add_trait_xp = { trait = pilgrim value = 30 } } else = { add_trait = pilgrim add_trait_xp = { trait = pilgrim value = 30 } } } } type = special flag = travel_point_of_interest_religious } legendary_palace = { asset = { type = pdxmesh name = "fp4_legendary_western_palace_01_a_mesh" } asset = { type = pdxmesh name = "fp4_legendary_islamic_palace_01_a_mesh" graphical_faiths = { "islamic_gfx" } } asset = { type = pdxmesh name = "fp4_legendary_india_palace_01_a_mesh" graphical_regions = { "graphical_india" } } construction_time = very_slow_construction_time type_icon = "icon_building_legendary_palace.dds" is_enabled = { always = yes } cost = { gold = 1500 } character_modifier = { courtly_opinion = 5 courtly_tax_contribution_mult = 0.05 legitimacy_gain_mult = 0.05 owned_hostile_scheme_success_chance_add = 5 owned_personal_scheme_success_chance_add = 5 owned_hostile_scheme_success_chance_max_add = 5 monthly_lifestyle_xp_gain_mult = 0.1 } county_modifier = { tax_mult = 0.1 development_growth_factor = 0.15 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } on_complete = { root = { save_scope_as = legendary_province } county.holder = { if = { limit = { has_trait = lifestyle_reveler } add_trait_xp = { trait = lifestyle_reveler value = 30 } } else = { add_trait = lifestyle_reveler add_trait_xp = { trait = lifestyle_reveler value = 30 } } } } type = special flag = travel_point_of_interest_diplomatic } legendary_statue = { asset = { type = pdxmesh name = "fp4_legendary_western_hero_01_mesh" } asset = { type = pdxmesh name = "fp4_legendary_heroes_pillar_india_01_a_mesh" graphical_regions = { "graphical_india" } } asset = { type = pdxmesh name = "fp4_legendary_mediterranean_monument_01_a_mesh" graphical_regions = { "graphical_mediterranean" } } construction_time = very_slow_construction_time type_icon = "icon_building_legendary_statue.dds" is_enabled = { always = yes } cost = { gold = 1000 prestige = 1000 } character_modifier = { glory_hound_opinion = 5 glory_hound_tax_contribution_mult = 0.05 monthly_dynasty_prestige_mult = 0.05 monthly_prestige_gain_mult = 0.2 } county_modifier = { county_opinion_add = 5 } province_modifier = { stationed_maa_damage_add = 20 stationed_maa_damage_mult = 0.1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } on_complete = { root = { save_scope_as = legendary_province } county.holder = { if = { limit = { has_trait = august } add_prestige = 400 } else = { add_trait = august } } } type = special flag = travel_point_of_interest_martial } legendary_watchtower = { asset = { type = pdxmesh name = "fp4_legendary_western_watchtower_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_building_legendary_watchtower.dds" can_construct = { scope:holder = { dynasty = { has_dynasty_perk = ce1_heroic_legacy_5 } } } is_enabled = { always = yes } cost = { gold = 1000 prestige = 1000 } character_modifier = { glory_hound_opinion = 5 men_at_arms_limit = 1 } county_modifier = { tax_mult = 0.1 development_growth_factor = 0.1 supply_limit = 2000 hostile_raid_time = 0.35 } province_modifier = { stationed_maa_toughness_add = 10 stationed_maa_toughness_mult = 0.2 stationed_maa_damage_add = 10 stationed_maa_damage_mult = 0.2 fort_level = 4 garrison_size = 2 travel_danger = -25 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } on_complete = { root = { save_scope_as = legendary_province } county.holder = { if = { limit = { has_trait = lifestyle_blademaster } add_trait_xp = { trait = lifestyle_blademaster value = 30 } } else = { add_trait = lifestyle_blademaster add_trait_xp = { trait = lifestyle_blademaster value = 30 } } } } type = special flag = travel_point_of_interest_martial } legendary_hunting_lodge = { asset = { type = pdxmesh name = "fp4_legendary_desert_hunting_lodge_01_a_mesh" } asset = { type = pdxmesh name = "fp4_legendary_hunting_lodge_01_a_mesh" graphical_regions = { graphical_western graphical_mediterranean } } asset = { type = pdxmesh name = "fp4_legendary_building_norse_meadhall_01_a_mesh" graphical_cultures = { norse_building_gfx } graphical_regions = { graphical_western } } construction_time = very_slow_construction_time type_icon = "icon_building_legendary_hunting_grounds.dds" is_enabled = { always = yes } cost = { gold = 1000 prestige = 1000 } effect_desc = ep2_activities_legacy_4_hunts_up_legendary_hunt_sightings_effect character_modifier = { lifestyle_hunter_xp_gain_mult = 0.2 parochial_opinion = 5 parochial_tax_contribution_mult = 0.1 monthly_prestige_gain_mult = 0.05 stress_gain_mult = -0.15 stress_loss_mult = 0.15 court_grandeur_baseline_add = 4 } county_modifier = { tax_mult = 0.1 } province_modifier = { travel_danger = -5 stationed_maa_toughness_add = 20 stationed_maa_toughness_mult = 0.1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } on_complete = { root = { save_scope_as = legendary_province } county.holder = { if = { limit = { has_trait = lifestyle_hunter } add_trait_xp = { trait = lifestyle_hunter track = hunter value = 30 } } else = { add_trait = lifestyle_hunter add_trait_xp = { trait = lifestyle_hunter track = hunter value = 30 } } } } type = special flag = travel_point_of_interest_martial }