##################################################################### # EFFECT LIST ##################################################################### # !!! Remember to add all new effects with a short description here !!! #add_next_building_tier_effect #add_random_building_effect #add_random_building_variable_effect ##################################################################### # EFFECTS ##################################################################### # Builds or upgrades the specified building, e.g. outposts add_next_building_tier_effect = { if = { limit = { NOT = { has_building_or_higher = $BUILDING$_01 } } add_building = $BUILDING$_01 } else_if = { limit = { has_building = $BUILDING$_01 } add_building = $BUILDING$_02 } else_if = { limit = { has_building = $BUILDING$_02 } add_building = $BUILDING$_03 } else_if = { limit = { has_building = $BUILDING$_03 } add_building = $BUILDING$_04 } else_if = { limit = { has_building = $BUILDING$_04 } add_building = $BUILDING$_05 } else_if = { limit = { has_building = $BUILDING$_05 } add_building = $BUILDING$_06 } else_if = { limit = { has_building = $BUILDING$_06 } add_building = $BUILDING$_07 } else_if = { limit = { has_building = $BUILDING$_07 } add_building = $BUILDING$_08 } } #### Create Random Building - 2 Part Effect #### # creates a random building in a holding, limited by innovations and holding level, and weighted to cheapest/lowest level, excludes tribal holdings/buildings, only for use in castle/church/city baronies # ensure the event/script where this is used checks that a building can be built, based on innovations and holding level, as if noe can be built this effect will do absolutely nada # 1, sets variable based on fitness of possible buildings add_random_building_variable_effect = { # Province scope province_owner = { save_scope_as = build_owner } province_owner = { save_scope_as = holder } #Since building requirements reference scope:holder. random_list = { # Which building? # Generic/Terrain 10 = { # outposts : Cheap trigger = { add_random_building_trigger = { BUILDING = outposts } # Generic eligiblity generic_recruitment_building_innovations_trigger = { BUILDING = outposts } } set_variable = { name = random_building_variable value = 0 days = 365 } } 10 = { # logging_camps : Cheap trigger = { add_random_building_trigger = { BUILDING = logging_camps } generic_economic_building_innovation_trigger = { BUILDING = logging_camps } } set_variable = { name = random_building_variable value = 1 days = 365 } } 10 = { # peat_quarries : Cheap trigger = { add_random_building_trigger = { BUILDING = peat_quarries } generic_economic_building_innovation_trigger = { BUILDING = peat_quarries } } set_variable = { name = random_building_variable value = 2 days = 365 } } 10 = { # hill_forts : Cheap trigger = { add_random_building_trigger = { BUILDING = hill_forts } generic_fortification_building_innovations_trigger = { BUILDING = hill_forts } } set_variable = { name = random_building_variable value = 3 days = 365 } } 10 = { # plantations : Cheap trigger = { add_random_building_trigger = { BUILDING = plantations } generic_economic_building_innovation_trigger = { BUILDING = plantations } } set_variable = { name = random_building_variable value = 4 days = 365 } } 10 = { # quarries : Cheap trigger = { add_random_building_trigger = { BUILDING = quarries } generic_economic_building_innovation_trigger = { BUILDING = quarries } } set_variable = { name = random_building_variable value = 5 days = 365 } } 10 = { # hunting_grounds : Cheap trigger = { add_random_building_trigger = { BUILDING = hunting_grounds } generic_economic_building_innovation_trigger = { BUILDING = hunting_grounds } } set_variable = { name = random_building_variable value = 6 days = 365 } } 10 = { # military_camps : Cheap trigger = { add_random_building_trigger = { BUILDING = military_camps } generic_recruitment_building_innovations_trigger = { BUILDING = military_camps } } set_variable = { name = random_building_variable value = 7 days = 365 } } 10 = { # horse_pastures : Cheap trigger = { add_random_building_trigger = { BUILDING = horse_pastures } generic_recruitment_building_innovations_trigger = { BUILDING = horse_pastures } } set_variable = { name = random_building_variable value = 8 days = 365 } } 10 = { # hillside_grazing : Cheap trigger = { add_random_building_trigger = { BUILDING = hillside_grazing } generic_recruitment_building_innovations_trigger = { BUILDING = hillside_grazing } } set_variable = { name = random_building_variable value = 9 days = 365 } } 10 = { # warrior_lodges : Cheap trigger = { add_random_building_trigger = { BUILDING = warrior_lodges } generic_recruitment_building_innovations_trigger = { BUILDING = warrior_lodges } } set_variable = { name = random_building_variable value = 10 days = 365 } } 2 = { # pastures : Normal trigger = { add_random_building_trigger = { BUILDING = pastures } generic_economic_building_innovation_trigger = { BUILDING = pastures } } set_variable = { name = random_building_variable value = 11 days = 365 } } 2 = { # ramparts : Normal trigger = { add_random_building_trigger = { BUILDING = ramparts } generic_fortification_building_innovations_trigger = { BUILDING = ramparts } } set_variable = { name = random_building_variable value = 12 days = 365 } } 2 = { # curtain_walls : Normal trigger = { add_random_building_trigger = { BUILDING = curtain_walls } generic_fortification_building_innovations_trigger = { BUILDING = curtain_walls } } set_variable = { name = random_building_variable value = 13 days = 365 } } 2 = { # watchtowers : Normal trigger = { add_random_building_trigger = { BUILDING = watchtowers } generic_fortification_building_innovations_trigger = { BUILDING = watchtowers } } set_variable = { name = random_building_variable value = 14 days = 365 } } 2 = { # cereal_fields : Normal trigger = { add_random_building_trigger = { BUILDING = cereal_fields } generic_economic_building_innovation_trigger = { BUILDING = cereal_fields } } set_variable = { name = random_building_variable value = 15 days = 365 } } 2 = { # barracks : Normal trigger = { add_random_building_trigger = { BUILDING = barracks } generic_recruitment_building_innovations_trigger = { BUILDING = barracks } } set_variable = { name = random_building_variable value = 16 days = 365 } } 2 = { # camel_farms : Normal trigger = { add_random_building_trigger = { BUILDING = camel_farms } generic_recruitment_building_innovations_trigger = { BUILDING = camel_farms } } set_variable = { name = random_building_variable value = 17 days = 365 } } 2 = { # hill_farms : Normal trigger = { add_random_building_trigger = { BUILDING = hill_farms } generic_economic_building_innovation_trigger = { BUILDING = hill_farms } } set_variable = { name = random_building_variable value = 18 days = 365 } } 2 = { # elephant_pens : Normal trigger = { add_random_building_trigger = { BUILDING = elephant_pens } generic_economic_building_innovation_trigger = { BUILDING = elephant_pens } } set_variable = { name = random_building_variable value = 19 days = 365 } } 2 = { # common_tradeport : Normal trigger = { add_random_building_trigger = { BUILDING = common_tradeport } # Innovation triggers trigger_if = { limit = { has_building_or_higher = common_tradeport_01 } scope:build_owner.culture = { OR = { has_innovation = innovation_crop_rotation has_cultural_parameter = next_level_trade_ports } } } trigger_if = { limit = { has_building_or_higher = common_tradeport_02 } building_requirement_castle_city_church = { LEVEL = 02 } scope:build_owner.culture = { OR = { has_innovation = innovation_manorialism AND = { has_innovation = innovation_crop_rotation has_cultural_parameter = next_level_trade_ports } } } } trigger_if = { limit = { has_building_or_higher = common_tradeport_04 } building_requirement_castle_city_church = { LEVEL = 03 } scope:build_owner.culture = { OR = { has_innovation = innovation_windmills AND = { has_innovation = innovation_manorialism has_cultural_parameter = next_level_trade_ports } } } } trigger_if = { limit = { has_building_or_higher = common_tradeport_06 } building_requirement_castle_city_church = { LEVEL = 04 } scope:build_owner.culture = { OR = { has_innovation = innovation_cranes AND = { has_innovation = innovation_windmills has_cultural_parameter = next_level_trade_ports } } } } } set_variable = { name = random_building_variable value = 20 days = 365 } } 2 = { # hospices : Normal trigger = { add_random_building_trigger = { BUILDING = hospices } generic_economic_building_innovation_trigger = { BUILDING = hospices } } set_variable = { name = random_building_variable value = 21 days = 365 } } 2 = { # qanats : Normal trigger = { add_random_building_trigger = { BUILDING = qanats } building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { limit = { NOT = { has_building_or_higher = qanats_01 } } scope:build_owner.culture = { has_cultural_parameter = unlocks_qanat_building } } trigger_if = { limit = { has_building_or_higher = qanats_02 } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_if = { limit = { has_building_or_higher = qanats_04 } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_if = { limit = { has_building_or_higher = qanats_06 } building_requirement_castle_city_church = { LEVEL = 04 } } } set_variable = { name = random_building_variable value = 22 days = 365 } } 2 = { # murex_farm : Normal trigger = { add_random_building_trigger = { BUILDING = murex_farm } building_requirement_castle_city_church = { LEVEL = 01 } county = { NOT = { has_county_modifier = backwater_county_modifier } } trigger_if = { limit = { has_building_or_higher = murex_farm_02 } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_if = { limit = { has_building_or_higher = murex_farm_04 } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_if = { limit = { has_building_or_higher = murex_farm_06 } building_requirement_castle_city_church = { LEVEL = 03 } } } set_variable = { name = random_building_variable value = 23 days = 365 } } 2 = { # wind_furnace : Normal trigger = { add_random_building_trigger = { BUILDING = wind_furnace } building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { limit = { has_building_or_higher = wind_furnace_01 } scope:build_owner.culture = { has_innovation = innovation_barracks } } trigger_if = { limit = { has_building_or_higher = wind_furnace_02 } building_requirement_castle_city_church = { LEVEL = 02 } scope:build_owner.culture = { has_innovation = innovation_burhs } } trigger_if = { limit = { has_building_or_higher = wind_furnace_04 } building_requirement_castle_city_church = { LEVEL = 03 } scope:build_owner.culture = { has_innovation = innovation_castle_baileys } } trigger_if = { limit = { has_building_or_higher = wind_furnace_05 } scope:build_owner.culture = { has_innovation = innovation_royal_armory } } trigger_if = { limit = { has_building_or_higher = wind_furnace_06 } building_requirement_castle_city_church = { LEVEL = 04 } } } set_variable = { name = random_building_variable value = 24 days = 365 } } 2 = { # stables : Normal trigger = { add_random_building_trigger = { BUILDING = stables } generic_recruitment_building_innovations_trigger = { BUILDING = stables } } set_variable = { name = random_building_variable value = 25 days = 365 } } 2 = { # smiths : Normal trigger = { add_random_building_trigger = { BUILDING = smiths } generic_recruitment_building_innovations_trigger = { BUILDING = smiths } } set_variable = { name = random_building_variable value = 26 days = 365 } } 1 = { # orchards : Expensive trigger = { add_random_building_trigger = { BUILDING = orchards } generic_economic_building_innovation_trigger = { BUILDING = orchards } } set_variable = { name = random_building_variable value = 27 days = 365 } } 1 = { # farm_estates : Expensive trigger = { add_random_building_trigger = { BUILDING = farm_estates } generic_economic_building_innovation_trigger = { BUILDING = farm_estates } } set_variable = { name = random_building_variable value = 28 days = 365 } } 1 = { # regimental_grounds : Expensive trigger = { add_random_building_trigger = { BUILDING = regimental_grounds } generic_recruitment_building_innovations_trigger = { BUILDING = regimental_grounds } } set_variable = { name = random_building_variable value = 29 days = 365 } } 1 = { # caravanserai : Expensive trigger = { is_county_capital = yes building_caravanserai_requirement_terrain = yes scope:build_owner.culture = { has_innovation = innovation_guilds } building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { # if all slots are full, this building type exists already limit = { free_building_slots = 0 } has_building_or_higher = caravanserai_01 } trigger_if = { limit = { has_building_or_higher = caravanserai_01 } NOT = { has_lesser_building_trigger = { COMPARE = caravanserai } } } # City level triggers trigger_if = { limit = { has_building_or_higher = caravanserai_02 } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_if = { limit = { has_building_or_higher = caravanserai_04 } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_if = { limit = { has_building_or_higher = caravanserai_05 } scope:build_owner.culture = { has_innovation = innovation_cranes } } trigger_if = { limit = { has_building_or_higher = caravanserai_06 } building_requirement_castle_city_church = { LEVEL = 04 } } } set_variable = { name = random_building_variable value = 30 days = 365 } } 1 = { # watermills : Expensive trigger = { is_county_capital = yes building_watermills_requirement_terrain = yes scope:build_owner.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { # if all slots are full, this building type exists already limit = { free_building_slots = 0 } has_building_or_higher = watermills_01 } trigger_if = { limit = { has_building_or_higher = watermills_01 } NOT = { has_lesser_building_trigger = { COMPARE = watermills } } } # City level triggers trigger_if = { limit = { has_building_or_higher = watermills_02 } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_if = { limit = { has_building_or_higher = watermills_04 } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_if = { limit = { has_building_or_higher = watermills_05 } scope:build_owner.culture = { has_innovation = innovation_cranes } } trigger_if = { limit = { has_building_or_higher = watermills_06 } building_requirement_castle_city_church = { LEVEL = 04 } } } set_variable = { name = random_building_variable value = 31 days = 365 } } 1 = { # windmills : Expensive trigger = { is_county_capital = yes building_windmills_requirement_terrain = yes scope:build_owner.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { # if all slots are full, this building type exists already limit = { free_building_slots = 0 } has_building_or_higher = windmills_01 } trigger_if = { limit = { has_building_or_higher = windmills_01 } NOT = { has_lesser_building_trigger = { COMPARE = windmills } } } # City level triggers trigger_if = { limit = { has_building_or_higher = windmills_02 } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_if = { limit = { has_building_or_higher = windmills_04 } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_if = { limit = { has_building_or_higher = windmills_05 } scope:build_owner.culture = { has_innovation = innovation_cranes } } trigger_if = { limit = { has_building_or_higher = windmills_06 } building_requirement_castle_city_church = { LEVEL = 04 } } } set_variable = { name = random_building_variable value = 32 days = 365 } } 1 = { # workshops : Expensive trigger = { add_random_building_trigger = { BUILDING = workshops } building_requirement_castle_city_church = { LEVEL = 01 } scope:build_owner.culture = { has_innovation = innovation_advanced_bowmaking } trigger_if = { limit = { has_building_or_higher = workshops_02 } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_if = { limit = { has_building_or_higher = workshops_04 } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_if = { limit = { has_building_or_higher = workshops_05 } scope:build_owner.culture = { has_innovation = innovation_royal_armory } } trigger_if = { limit = { has_building_or_higher = workshops_06 } building_requirement_castle_city_church = { LEVEL = 04 } } } set_variable = { name = random_building_variable value = 33 days = 365 } } # Holding Type Specific : Normal 10 = { # monastic_schools : Normal trigger = { has_holding_type = church_holding trigger_if = { # if all slots are full, this building type exists already limit = { free_building_slots = 0 } has_building_or_higher = monastic_schools_01 } trigger_if = { limit = { has_building_or_higher = monastic_schools_01 } NOT = { has_lesser_building_trigger = { COMPARE = monastic_schools } } } # Innovation triggers trigger_if = { limit = { has_building_or_higher = monastic_schools_01 } scope:build_owner.culture = { has_innovation = innovation_city_planning } } trigger_if = { limit = { has_building_or_higher = monastic_schools_02 } building_requirement_castle_city_church = { LEVEL = 02 } scope:build_owner.culture = { has_innovation = innovation_manorialism } } trigger_if = { limit = { has_building_or_higher = monastic_schools_04 } building_requirement_castle_city_church = { LEVEL = 03 } scope:build_owner.culture = { has_innovation = innovation_windmills } } trigger_if = { limit = { has_building_or_higher = monastic_schools_06 } building_requirement_castle_city_church = { LEVEL = 04 } scope:build_owner.culture = { has_innovation = innovation_cranes } } } set_variable = { name = random_building_variable value = 34 days = 365 } } 10 = { # guild_halls : Normal trigger = { has_holding_type = city_holding trigger_if = { # if all slots are full, this building type exists already limit = { free_building_slots = 0 } has_building_or_higher = guild_halls_01 } trigger_if = { limit = { has_building_or_higher = guild_halls_01 } NOT = { has_lesser_building_trigger = { COMPARE = guild_halls } } } # Innovation triggers trigger_if = { limit = { has_building_or_higher = guild_halls_01 } scope:build_owner.culture = { OR = { has_innovation = innovation_crop_rotation has_cultural_parameter = next_level_guild_halls } } } trigger_if = { limit = { has_building_or_higher = guild_halls_02 } OR = { AND = { building_requirement_castle_city_church = { LEVEL = 02 } scope:build_owner.culture = { has_innovation = innovation_manorialism } } scope:build_owner.culture = { has_cultural_parameter = next_level_guild_halls has_innovation = innovation_crop_rotation } } } trigger_if = { limit = { has_building_or_higher = guild_halls_04 } OR = { AND = { building_requirement_castle_city_church = { LEVEL = 03 } scope:build_owner.culture = { has_innovation = innovation_guilds } } AND = { building_requirement_castle_city_church = { LEVEL = 02 } scope:build_owner.culture = { has_cultural_parameter = next_level_guild_halls has_innovation = innovation_manorialism } } } } trigger_if = { limit = { has_building_or_higher = guild_halls_06 } OR = { AND = { building_requirement_castle_city_church = { LEVEL = 04 } scope:build_owner.culture = { has_innovation = innovation_cranes } } AND = { building_requirement_castle_city_church = { LEVEL = 03 } scope:build_owner.culture = { has_cultural_parameter = next_level_guild_halls has_innovation = innovation_guilds } } } } } set_variable = { name = random_building_variable value = 35 days = 365 } } 10 = { # scriptorium : Normal trigger = { has_holding_type = church_holding scope:build_owner = { has_dlc_feature = legends } trigger_if = { # if all slots are full, this building type exists already limit = { free_building_slots = 0 } has_building_or_higher = scriptorium_01 } trigger_if = { limit = { has_building_or_higher = scriptorium_01 } NOT = { has_lesser_building_trigger = { COMPARE = scriptorium } } } generic_economic_building_innovation_trigger = { BUILDING = scriptorium } } set_variable = { name = random_building_variable value = 36 days = 365 } } 10 = { # megalith : Normal trigger = { has_holding_type = church_holding scope:build_owner.faith = { has_doctrine_parameter = can_build_megaliths } trigger_if = { # if all slots are full, this building type exists already limit = { free_building_slots = 0 } has_building_or_higher = megalith_01 } trigger_if = { limit = { has_building_or_higher = megalith_01 } NOT = { has_lesser_building_trigger = { COMPARE = megalith } } } trigger_if = { limit = { has_building_or_higher = megalith_02 } scope:build_owner.culture = { has_innovation = innovation_city_planning } } trigger_if = { limit = { has_building_or_higher = megalith_03 } building_requirement_castle_city_church = { LEVEL = 02 } } } set_variable = { name = random_building_variable value = 37 days = 365 } } 2 = { # waterworks : Normal trigger = { add_random_building_trigger = { BUILDING = waterworks } building_requirement_castle_city_church = { LEVEL = 01 } county = { NOT = { has_county_modifier = backwater_county_modifier } } trigger_if = { limit = { has_building_or_higher = waterworks_02 } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_if = { limit = { has_building_or_higher = waterworks_04 } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_if = { limit = { has_building_or_higher = waterworks_06 } building_requirement_castle_city_church = { LEVEL = 03 } } } set_variable = { name = random_building_variable value = 42 days = 365 } } 2 = { # paddy_fields : Normal trigger = { add_random_building_trigger = { BUILDING = paddy_fields } generic_economic_building_innovation_trigger = { BUILDING = paddy_fields } } set_variable = { name = random_building_variable value = 43 days = 365 } } } } # 2, builds based on variable add_random_building_construct_effect = { # Province scope if = { limit = { has_variable = random_building_variable } switch = { trigger = var:random_building_variable 0 = { add_next_building_tier_effect = { BUILDING = outposts } } 1 = { add_next_building_tier_effect = { BUILDING = logging_camps } } 2 = { add_next_building_tier_effect = { BUILDING = peat_quarries } } 3 = { add_next_building_tier_effect = { BUILDING = hill_forts } } 4 = { add_next_building_tier_effect = { BUILDING = plantations } } 5 = { add_next_building_tier_effect = { BUILDING = quarries } } 6 = { add_next_building_tier_effect = { BUILDING = hunting_grounds } } 7 = { add_next_building_tier_effect = { BUILDING = military_camps } } 8 = { add_next_building_tier_effect = { BUILDING = horse_pastures } } 9 = { add_next_building_tier_effect = { BUILDING = hillside_grazing } } 10 = { add_next_building_tier_effect = { BUILDING = warrior_lodges } } 11 = { add_next_building_tier_effect = { BUILDING = pastures } } 12 = { add_next_building_tier_effect = { BUILDING = ramparts } } 13 = { add_next_building_tier_effect = { BUILDING = curtain_walls } } 14 = { add_next_building_tier_effect = { BUILDING = watchtowers } } 15 = { add_next_building_tier_effect = { BUILDING = cereal_fields } } 16 = { add_next_building_tier_effect = { BUILDING = barracks } } 17 = { add_next_building_tier_effect = { BUILDING = camel_farms } } 18 = { add_next_building_tier_effect = { BUILDING = hill_farms } } 19 = { add_next_building_tier_effect = { BUILDING = elephant_pens } } 20 = { add_next_building_tier_effect = { BUILDING = common_tradeport } } 21 = { add_next_building_tier_effect = { BUILDING = hospices } } 22 = { add_next_building_tier_effect = { BUILDING = qanats } } 23 = { add_next_building_tier_effect = { BUILDING = murex_farm } } 24 = { add_next_building_tier_effect = { BUILDING = wind_furnace } } 25 = { add_next_building_tier_effect = { BUILDING = stables } } 26 = { add_next_building_tier_effect = { BUILDING = smiths } } 27 = { add_next_building_tier_effect = { BUILDING = orchards } } 28 = { add_next_building_tier_effect = { BUILDING = farm_estates } } 29 = { add_next_building_tier_effect = { BUILDING = regimental_grounds } } 30 = { add_next_building_tier_effect = { BUILDING = caravanserai } } 31 = { add_next_building_tier_effect = { BUILDING = windmills } } 32 = { add_next_building_tier_effect = { BUILDING = watermills } } 33 = { add_next_building_tier_effect = { BUILDING = workshops } } 34 = { add_next_building_tier_effect = { BUILDING = monastic_schools } } 35 = { add_next_building_tier_effect = { BUILDING = guild_halls } } 36 = { add_next_building_tier_effect = { BUILDING = scriptorium } } 37 = { add_next_building_tier_effect = { BUILDING = megalith } } 42 = { add_next_building_tier_effect = { BUILDING = waterworks } } 43 = { add_next_building_tier_effect = { BUILDING = paddy_fields } } } remove_variable = random_building_variable } } # For stuff that has exactly _eight_ levels of upgrades. destroy_or_downgrade_building_effect = { if = { limit = { has_building = $BUILDING$_08 } remove_building = $BUILDING$_08 hidden_effect = { add_building = $BUILDING$_07 } } else_if = { limit = { has_building = $BUILDING$_07 } remove_building = $BUILDING$_07 hidden_effect = { add_building = $BUILDING$_06 } } else_if = { limit = { has_building = $BUILDING$_06 } remove_building = $BUILDING$_06 hidden_effect = { add_building = $BUILDING$_05 } } else_if = { limit = { has_building = $BUILDING$_05 } remove_building = $BUILDING$_05 hidden_effect = { add_building = $BUILDING$_04 } } else_if = { limit = { has_building = $BUILDING$_04 } remove_building = $BUILDING$_04 hidden_effect = { add_building = $BUILDING$_03 } } else_if = { limit = { has_building = $BUILDING$_03 } remove_building = $BUILDING$_03 hidden_effect = { add_building = $BUILDING$_02 } } else_if = { limit = { has_building = $BUILDING$_02 } remove_building = $BUILDING$_02 hidden_effect = { add_building = $BUILDING$_01 } } else = { remove_building = $BUILDING$_01 } } # For stuff that has exactly _three_ levels of upgrades. destroy_or_downgrade_ducal_building_effect = { if = { limit = { has_building = $BUILDING$_03 } remove_building = $BUILDING$_03 hidden_effect = { add_building = $BUILDING$_02 } } else_if = { limit = { has_building = $BUILDING$_02 } remove_building = $BUILDING$_02 hidden_effect = { add_building = $BUILDING$_01 } } else = { remove_building = $BUILDING$_01 } } # For stuff that has exactly _two_ levels of upgrades. destroy_or_downgrade_tribal_building_effect = { if = { limit = { has_building = $BUILDING$_02 } remove_building = $BUILDING$_02 hidden_effect = { add_building = $BUILDING$_01 } } else = { remove_building = $BUILDING$_01 } } destroy_random_building_variable_effect = { # Province scope save_scope_as = raid_province if = { limit = { has_variable = destroyed_building_variable } remove_variable = destroyed_building_variable } random_list = { # Which building? # Generic/Terrain 10 = { # outposts : Cheap trigger = { has_building_or_higher = outposts_01 } set_variable = { name = destroyed_building_variable value = 0 months = 1 } } 10 = { # logging_camps : Cheap trigger = { has_building_or_higher = logging_camps_01 } set_variable = { name = destroyed_building_variable value = 1 months = 1 } } 10 = { # peat_quarries : Cheap trigger = { has_building_or_higher = peat_quarries_01 } set_variable = { name = destroyed_building_variable value = 2 months = 1 } } 10 = { # hill_forts : Cheap trigger = { has_building_or_higher = hill_forts_01 } set_variable = { name = destroyed_building_variable value = 3 months = 1 } } 10 = { # plantations : Cheap trigger = { has_building_or_higher = plantations_01 } set_variable = { name = destroyed_building_variable value = 4 months = 1 } } 10 = { # quarries : Cheap trigger = { has_building_or_higher = quarries_01 } set_variable = { name = destroyed_building_variable value = 5 months = 1 } } 10 = { # hunting_grounds : Cheap trigger = { has_building_or_higher = hunting_grounds_01 } set_variable = { name = destroyed_building_variable value = 6 months = 1 } } 10 = { # military_camps : Cheap trigger = { has_building_or_higher = military_camps_01 } set_variable = { name = destroyed_building_variable value = 7 months = 1 } } 10 = { # horse_pastures : Cheap trigger = { has_building_or_higher = horse_pastures_01 } set_variable = { name = destroyed_building_variable value = 8 months = 1 } } 10 = { # hillside_grazing : Cheap trigger = { has_building_or_higher = hillside_grazing_01 } set_variable = { name = destroyed_building_variable value = 9 months = 1 } } 10 = { # warrior_lodges : Cheap trigger = { has_building_or_higher = warrior_lodges_01 } set_variable = { name = destroyed_building_variable value = 10 months = 1 } } 2 = { # pastures : Normal trigger = { has_building_or_higher = pastures_01 } set_variable = { name = destroyed_building_variable value = 11 months = 1 } } 2 = { # ramparts : Normal trigger = { has_building_or_higher = ramparts_01 } set_variable = { name = destroyed_building_variable value = 12 months = 1 } } 2 = { # curtain_walls : Normal trigger = { has_building_or_higher = curtain_walls_01 } set_variable = { name = destroyed_building_variable value = 13 months = 1 } } 2 = { # watchtowers : Normal trigger = { has_building_or_higher = watchtowers_01 } set_variable = { name = destroyed_building_variable value = 14 months = 1 } } 2 = { # cereal_fields : Normal trigger = { has_building_or_higher = cereal_fields_01 } set_variable = { name = destroyed_building_variable value = 15 months = 1 } } 2 = { # barracks : Normal trigger = { has_building_or_higher = barracks_01 } set_variable = { name = destroyed_building_variable value = 16 months = 1 } } 2 = { # camel_farms : Normal trigger = { has_building_or_higher = camel_farms_01 } set_variable = { name = destroyed_building_variable value = 17 months = 1 } } 2 = { # hill_farms : Normal trigger = { has_building_or_higher = hill_farms_01 } set_variable = { name = destroyed_building_variable value = 18 months = 1 } } 2 = { # paddy_fields : Normal trigger = { has_building_or_higher = hill_farms_01 } set_variable = { name = destroyed_building_variable value = 43 months = 1 } } 2 = { # elephant_pens : Normal trigger = { has_building_or_higher = elephant_pens_01 } set_variable = { name = destroyed_building_variable value = 19 months = 1 } } 2 = { # common_tradeport : Normal trigger = { has_building_or_higher = common_tradeport_01 } set_variable = { name = destroyed_building_variable value = 20 months = 1 } } 2 = { # hospices : Normal trigger = { has_building_or_higher = hospices_01 } set_variable = { name = destroyed_building_variable value = 21 months = 1 } } 2 = { # qanats : Normal trigger = { has_building_or_higher = qanats_01 } set_variable = { name = destroyed_building_variable value = 22 months = 1 } } 2 = { # murex_farm : Normal trigger = { has_building_or_higher = murex_farm_01 } set_variable = { name = destroyed_building_variable value = 23 months = 1 } } 2 = { # waterworks : Normal trigger = { has_building_or_higher = waterworks_01 } set_variable = { name = destroyed_building_variable value = 42 months = 1 } } 2 = { # wind_furnace : Normal trigger = { has_building_or_higher = wind_furnace_01 } set_variable = { name = destroyed_building_variable value = 24 months = 1 } } 2 = { # stables : Normal trigger = { has_building_or_higher = stables_01 } set_variable = { name = destroyed_building_variable value = 25 months = 1 } } 2 = { # smiths : Normal trigger = { has_building_or_higher = smiths_01 } set_variable = { name = destroyed_building_variable value = 26 months = 1 } } 1 = { # orchards : Expensive trigger = { has_building_or_higher = orchards_01 } set_variable = { name = destroyed_building_variable value = 27 months = 1 } } 1 = { # farm_estates : Expensive trigger = { has_building_or_higher = farm_estates_01 } set_variable = { name = destroyed_building_variable value = 28 months = 1 } } 1 = { # regimental_grounds : Expensive trigger = { has_building_or_higher = regimental_grounds_01 } set_variable = { name = destroyed_building_variable value = 29 months = 1 } } 1 = { # caravanserai : Expensive trigger = { has_building_or_higher = caravanserai_01 } set_variable = { name = destroyed_building_variable value = 30 months = 1 } } 1 = { # watermills : Expensive trigger = { has_building_or_higher = watermills_01 } set_variable = { name = destroyed_building_variable value = 31 months = 1 } } 1 = { # windmills : Expensive trigger = { has_building_or_higher = windmills_01 } set_variable = { name = destroyed_building_variable value = 32 months = 1 } } 1 = { # workshops : Expensive trigger = { has_building_or_higher = workshops_01 } set_variable = { name = destroyed_building_variable value = 33 months = 1 } } # Holding Type Specific : Normal 10 = { # monastic_schools : Normal trigger = { has_building_or_higher = monastic_schools_01 } set_variable = { name = destroyed_building_variable value = 21 months = 1 } } 10 = { # guild_halls : Normal trigger = { has_building_or_higher = guild_halls_01 } set_variable = { name = destroyed_building_variable value = 35 months = 1 } } 10 = { # scriptorium : Normal trigger = { has_building_or_higher = scriptorium_01 } set_variable = { name = destroyed_building_variable value = 36 months = 1 } } 10 = { # megalith : Normal trigger = { has_building_or_higher = megalith_01 } set_variable = { name = destroyed_building_variable value = 37 months = 1 } } 10 = { # Waterworks trigger = { has_building_or_higher = waterworks_01 } set_variable = { name = destroyed_building_variable value = 42 months = 1 } } 10 = { # Paddy Fields trigger = { has_building_or_higher = paddy_fields_01 } set_variable = { name = destroyed_building_variable value = 43 months = 1 } } # Tribal 10 = { # Market Villages trigger = { has_building_or_higher = market_villages_01 } set_variable = { name = destroyed_building_variable value = 38 months = 1 } } 10 = { # Palisades trigger = { has_building_or_higher = palisades_01 } set_variable = { name = destroyed_building_variable value = 39 months = 1 } } 10 = { # War Camps trigger = { has_building_or_higher = war_camps_01 } set_variable = { name = destroyed_building_variable value = 40 months = 1 } } 10 = { # Longhouses trigger = { has_building_or_higher = longhouses_01 } set_variable = { name = destroyed_building_variable value = 41 months = 1 } } } } destroy_random_building_effect = { if = { limit = { has_variable = destroyed_building_variable } switch = { trigger = var:destroyed_building_variable 0 = { # outposts : Cheap destroy_or_downgrade_building_effect = { BUILDING = outposts } } 1 = { # logging_camps : Cheap destroy_or_downgrade_building_effect = { BUILDING = logging_camps } } 2 = { # peat_quarries : Cheap destroy_or_downgrade_building_effect = { BUILDING = peat_quarries } } 3 = { # hill_forts : Cheap destroy_or_downgrade_building_effect = { BUILDING = hill_forts } } 4 = { # plantations : Cheap destroy_or_downgrade_building_effect = { BUILDING = plantations } } 5 = { # quarries : Cheap destroy_or_downgrade_building_effect = { BUILDING = quarries } } 6 = { # hunting_grounds : Cheap destroy_or_downgrade_building_effect = { BUILDING = hunting_grounds } } 7 = { # military_camps : Cheap destroy_or_downgrade_building_effect = { BUILDING = military_camps } } 8 = { # horse_pastures : Cheap destroy_or_downgrade_building_effect = { BUILDING = horse_pastures } } 9 = { # hillside_grazing : Cheap destroy_or_downgrade_building_effect = { BUILDING = hillside_grazing } } 10 = { # warrior_lodges : Cheap destroy_or_downgrade_building_effect = { BUILDING = warrior_lodges } } 11 = { # pastures : Normal destroy_or_downgrade_building_effect = { BUILDING = pastures } } 12 = { # ramparts : Normal destroy_or_downgrade_building_effect = { BUILDING = ramparts } } 13 = { # curtain_walls : Normal destroy_or_downgrade_building_effect = { BUILDING = curtain_walls } } 14 = { # watchtowers : Normal destroy_or_downgrade_building_effect = { BUILDING = watchtowers } } 15 = { # cereal_fields : Normal destroy_or_downgrade_building_effect = { BUILDING = cereal_fields } } 16 = { # barracks : Normal destroy_or_downgrade_building_effect = { BUILDING = barracks } } 17 = { # camel_farms : Normal destroy_or_downgrade_building_effect = { BUILDING = camel_farms } } 18 = { # hill_farms : Normal destroy_or_downgrade_building_effect = { BUILDING = hill_farms } } 19 = { # elephant_pens : Normal destroy_or_downgrade_building_effect = { BUILDING = elephant_pens } } 20 = { # common_tradeport : Normal destroy_or_downgrade_building_effect = { BUILDING = common_tradeport } } 21 = { # hospices : Normal destroy_or_downgrade_building_effect = { BUILDING = hospices } } 22 = { # qanats : Normal destroy_or_downgrade_building_effect = { BUILDING = qanats } } 23 = { # murex_farm : Normal destroy_or_downgrade_building_effect = { BUILDING = murex_farm } } 24 = { # wind_furnace : Normal destroy_or_downgrade_building_effect = { BUILDING = wind_furnace } } 25 = { # stables : Normal destroy_or_downgrade_building_effect = { BUILDING = stables } } 26 = { # smiths : Normal destroy_or_downgrade_building_effect = { BUILDING = smiths } } 27 = { # orchards : Expensive destroy_or_downgrade_building_effect = { BUILDING = orchards } } 28 = { # farm_estates : Expensive destroy_or_downgrade_building_effect = { BUILDING = farm_estates } } 29 = { # regimental_grounds : Expensive destroy_or_downgrade_building_effect = { BUILDING = regimental_grounds } } 30 = { # caravanserai : Expensive destroy_or_downgrade_building_effect = { BUILDING = caravanserai } } 31 = { # watermills : Expensive destroy_or_downgrade_building_effect = { BUILDING = watermills } } 32 = { # windmills : Expensive destroy_or_downgrade_building_effect = { BUILDING = windmills } } 33 = { # workshops : Expensive destroy_or_downgrade_building_effect = { BUILDING = workshops } } # Holding Type Specific : Normal 34 = { # monastic_schools : Normal destroy_or_downgrade_building_effect = { BUILDING = monastic_schools } } 35 = { # guild_halls : Normal destroy_or_downgrade_building_effect = { BUILDING = guild_halls } } 36 = { # scriptorium : Normal destroy_or_downgrade_building_effect = { BUILDING = scriptorium } } 37 = { # megalith : Normal destroy_or_downgrade_building_effect = { BUILDING = megalith } } 42 = { # waterworks : Normal destroy_or_downgrade_building_effect = { BUILDING = waterworks } } 43 = { # paddy_fields : Normal destroy_or_downgrade_building_effect = { BUILDING = paddy_fields } } # Tribal 38 = { # megalith : Normal destroy_or_downgrade_tribal_building_effect = { BUILDING = market_villages } } 39 = { # megalith : Normal destroy_or_downgrade_tribal_building_effect = { BUILDING = palisades } } 40 = { # megalith : Normal destroy_or_downgrade_tribal_building_effect = { BUILDING = war_camps } } 41 = { # megalith : Normal destroy_or_downgrade_tribal_building_effect = { BUILDING = longhouses } } } remove_variable = destroyed_building_variable } } destroy_or_downgrade_estate_building_2_effect = { if = { limit = { has_domicile_building = $BUILDING$_02 } lower_domicile_building_no_refund = $BUILDING$_02 } else = { remove_domicile_building_no_refund = $BUILDING$_01 } } destroy_or_downgrade_estate_building_3_effect = { if = { limit = { has_domicile_building = $BUILDING$_03 } lower_domicile_building_no_refund = $BUILDING$_03 } else_if = { limit = { has_domicile_building = $BUILDING$_02 } lower_domicile_building_no_refund = $BUILDING$_02 } else = { remove_domicile_building_no_refund = $BUILDING$_01 } } destroy_or_downgrade_estate_building_4_effect = { if = { limit = { has_domicile_building = $BUILDING$_04 } lower_domicile_building_no_refund = $BUILDING$_04 } else_if = { limit = { has_domicile_building = $BUILDING$_03 } lower_domicile_building_no_refund = $BUILDING$_03 } else_if = { limit = { has_domicile_building = $BUILDING$_02 } lower_domicile_building_no_refund = $BUILDING$_02 } else = { remove_domicile_building_no_refund = $BUILDING$_01 } } destroy_or_downgrade_estate_building_5_effect = { if = { limit = { has_domicile_building = $BUILDING$_05 } lower_domicile_building_no_refund = $BUILDING$_05 } else_if = { limit = { has_domicile_building = $BUILDING$_04 } lower_domicile_building_no_refund = $BUILDING$_04 } else_if = { limit = { has_domicile_building = $BUILDING$_03 } lower_domicile_building_no_refund = $BUILDING$_03 } else_if = { limit = { has_domicile_building = $BUILDING$_02 } lower_domicile_building_no_refund = $BUILDING$_02 } else = { remove_domicile_building_no_refund = $BUILDING$_01 } } destroy_or_downgrade_estate_building_6_effect = { if = { limit = { has_domicile_building = $BUILDING$_06 } lower_domicile_building_no_refund = $BUILDING$_06 } if = { limit = { has_domicile_building = $BUILDING$_05 } lower_domicile_building_no_refund = $BUILDING$_05 } if = { limit = { has_domicile_building = $BUILDING$_04 } lower_domicile_building_no_refund = $BUILDING$_04 } if = { limit = { has_domicile_building = $BUILDING$_03 } lower_domicile_building_no_refund = $BUILDING$_03 } else_if = { limit = { has_domicile_building = $BUILDING$_02 } lower_domicile_building_no_refund = $BUILDING$_02 } else = { remove_domicile_building_no_refund = $BUILDING$_01 } } destroy_or_downgrade_estate_building_2_4_replacement_effect = { if = { limit = { has_domicile_building = $BUILDING$_04 } lower_domicile_building_no_refund = $BUILDING$_04 } else = { lower_domicile_building_no_refund = $BUILDING$_03 } } destroy_or_downgrade_estate_building_2_6_replacement_effect = { if = { limit = { has_domicile_building = $BUILDING$_06 } lower_domicile_building_no_refund = $BUILDING$_06 } else_if = { limit = { has_domicile_building = $BUILDING$_05 } lower_domicile_building_no_refund = $BUILDING$_05 } else_if = { limit = { has_domicile_building = $BUILDING$_04 } lower_domicile_building_no_refund = $BUILDING$_04 } else = { lower_domicile_building_no_refund = $BUILDING$_03 } } destroy_or_downgrade_estate_building_3_6_replacement_effect = { if = { limit = { has_domicile_building = $BUILDING$_06 } lower_domicile_building_no_refund = $BUILDING$_06 } else_if = { limit = { has_domicile_building = $BUILDING$_05 } lower_domicile_building_no_refund = $BUILDING$_05 } else = { lower_domicile_building_no_refund = $BUILDING$_04 } } destroy_random_estate_building_variable_effect = { # Domicile scope save_scope_as = raid_domicile if = { limit = { has_variable = destroyed_building_variable } remove_variable = destroyed_building_variable } random_list = { # Which building? # Generic/Terrain 10 = { # barracks : Normal trigger = { has_domicile_building_or_higher = barracks_01 } set_variable = { name = destroyed_building_variable value = 0 months = 1 } } 10 = { # watchtower : Normal trigger = { has_domicile_building_or_higher = watchtower_01 } set_variable = { name = destroyed_building_variable value = 1 months = 1 } } 10 = { # guardhouse : Normal trigger = { has_domicile_building_or_higher = guardhouse_01 } set_variable = { name = destroyed_building_variable value = 2 months = 1 } } 10 = { # garden : Normal trigger = { has_domicile_building_or_higher = garden_01 } set_variable = { name = destroyed_building_variable value = 3 months = 1 } } 10 = { # stable : Normal trigger = { has_domicile_building_or_higher = stable_01 } set_variable = { name = destroyed_building_variable value = 4 months = 1 } } 10 = { # workshop : Normal trigger = { has_domicile_building_or_higher = workshop_01 } set_variable = { name = destroyed_building_variable value = 5 months = 1 } } 10 = { # storage : Normal trigger = { has_domicile_building_or_higher = storage_01 } set_variable = { name = destroyed_building_variable value = 6 months = 1 } } 10 = { # market : Normal trigger = { has_domicile_building_or_higher = market_01 } set_variable = { name = destroyed_building_variable value = 7 months = 1 } } 10 = { # grazing_land : Normal trigger = { has_domicile_building_or_higher = grazing_land_01 } set_variable = { name = destroyed_building_variable value = 8 months = 1 } } 10 = { # grain_field : Normal trigger = { has_domicile_building_or_higher = grain_field_01 } set_variable = { name = destroyed_building_variable value = 9 months = 1 } } 10 = { # living_quarters : Normal trigger = { has_domicile_building_or_higher = living_quarters_01 } set_variable = { name = destroyed_building_variable value = 10 months = 1 } } 10 = { # vineyard : Normal trigger = { has_domicile_building_or_higher = vineyard_01 } set_variable = { name = destroyed_building_variable value = 11 months = 1 } } 10 = { # olive : Normal trigger = { has_domicile_building_or_higher = olive_01 } set_variable = { name = destroyed_building_variable value = 12 months = 1 } } 10 = { # temple : Normal trigger = { has_domicile_building_or_higher = temple_small_01 } set_variable = { name = destroyed_building_variable value = 13 months = 1 } } 10 = { # grand_solar : Normal trigger = { has_domicile_building_or_higher = grand_solar_01 } set_variable = { name = destroyed_building_variable value = 14 months = 1 } } 10 = { # cabinet_of_curiosities : Normal trigger = { has_domicile_building_or_higher = cabinet_of_curiosities_01 } set_variable = { name = destroyed_building_variable value = 15 months = 1 } } 10 = { # reception_hall : Normal trigger = { has_domicile_building_or_higher = reception_hall_01 } set_variable = { name = destroyed_building_variable value = 16 months = 1 } } 10 = { # prison : Normal trigger = { has_domicile_building_or_higher = prison_01 } set_variable = { name = destroyed_building_variable value = 17 months = 1 } } 10 = { # courtyard : Normal trigger = { has_domicile_building_or_higher = courtyard_01 } set_variable = { name = destroyed_building_variable value = 18 months = 1 } } 10 = { # wine_cellar : Normal trigger = { has_domicile_building_or_higher = wine_cellar_01 } set_variable = { name = destroyed_building_variable value = 19 months = 1 } } 10 = { # guest_room : Normal trigger = { has_domicile_building_or_higher = guest_room_01 } set_variable = { name = destroyed_building_variable value = 20 months = 1 } } 10 = { # bath : Normal trigger = { has_domicile_building_or_higher = bath_01 } set_variable = { name = destroyed_building_variable value = 21 months = 1 } } 10 = { # library : Normal trigger = { has_domicile_building_or_higher = library_01 } set_variable = { name = destroyed_building_variable value = 22 months = 1 } } 10 = { # servants_quarters : Normal trigger = { has_domicile_building_or_higher = servants_quarters_01 } set_variable = { name = destroyed_building_variable value = 23 months = 1 } } 10 = { # office : Normal trigger = { has_domicile_building_or_higher = office_01 } set_variable = { name = destroyed_building_variable value = 24 months = 1 } } 10 = { # trophy_room : Normal trigger = { has_domicile_building_or_higher = trophy_room_01 } set_variable = { name = destroyed_building_variable value = 25 months = 1 } } 10 = { # silk : Normal trigger = { has_domicile_building_or_higher = silk_01 } set_variable = { name = destroyed_building_variable value = 26 months = 1 } } } } destroy_random_estate_building_effect = { if = { limit = { has_variable = destroyed_building_variable } switch = { trigger = var:destroyed_building_variable 0 = { # barracks : Cheap destroy_or_downgrade_estate_building_6_effect = { BUILDING = barracks } } 1 = { # watchtower : Cheap destroy_or_downgrade_estate_building_6_effect = { BUILDING = watchtower } } 2 = { # guardhouse : Cheap destroy_or_downgrade_estate_building_4_effect = { BUILDING = guardhouse } } 3 = { # garden : Cheap if = { limit = { has_domicile_building_or_higher = garden_leisure_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = garden_leisure } } else_if = { limit = { has_domicile_building_or_higher = garden_fruit_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = garden_fruit } } else = { destroy_or_downgrade_estate_building_3_effect = { BUILDING = garden } } } 4 = { # stable : Cheap if = { limit = { has_domicile_building_or_higher = stable_grand_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_grand } } else_if = { limit = { has_domicile_building_or_higher = stable_kennel_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_kennel } } else_if = { limit = { has_domicile_building_or_higher = stable_chariot_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_chariot } } else = { destroy_or_downgrade_estate_building_3_effect = { BUILDING = stable } } } 5 = { # workshop : Cheap if = { limit = { has_domicile_building_or_higher = workshop_carpenter_03 } destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_carpenter } } else_if = { limit = { has_domicile_building_or_higher = workshop_mason_03 } destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_mason } } else_if = { limit = { has_domicile_building_or_higher = workshop_textile_03 } destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_textile } } else = { destroy_or_downgrade_estate_building_2_effect = { BUILDING = workshop } } } 6 = { # storage : Cheap if = { limit = { has_domicile_building_or_higher = storage_warehouse_03 } destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = storage_warehouse } } else_if = { limit = { has_domicile_building_or_higher = storage_granary_03 } destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = storage_granary } } else = { destroy_or_downgrade_estate_building_2_effect = { BUILDING = storage } } } 7 = { # market : Cheap destroy_or_downgrade_estate_building_6_effect = { BUILDING = market } } 8 = { # grazing_land : Cheap if = { limit = { has_domicile_building_or_higher = horse_pasture_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = horse_pasture } } else_if = { limit = { has_domicile_building_or_higher = camel_pasture_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = camel_pasture } } else_if = { limit = { has_domicile_building_or_higher = elephant_pasture_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = elephant_pasture } } else = { destroy_or_downgrade_estate_building_6_effect = { BUILDING = grazing_land } } } 9 = { # grain_field : Cheap destroy_or_downgrade_estate_building_6_effect = { BUILDING = grain_field } } 10 = { # living_quarters : Cheap destroy_or_downgrade_estate_building_4_effect = { BUILDING = living_quarters } } 11 = { # vineyard : Cheap destroy_or_downgrade_estate_building_6_effect = { BUILDING = vineyard } } 12 = { # olive : Cheap destroy_or_downgrade_estate_building_6_effect = { BUILDING = olive } } 13 = { # temple : Cheap if = { limit = { has_domicile_building_or_higher = temple_crypt_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_crypt } } else_if = { limit = { has_domicile_building_or_higher = temple_large_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_large } } else_if = { limit = { has_domicile_building_or_higher = temple_monastery_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_monastery } } else = { destroy_or_downgrade_estate_building_3_effect = { BUILDING = temple_small } } } 14 = { # grand_solar : Cheap destroy_or_downgrade_estate_building_4_effect = { BUILDING = grand_solar } } 15 = { # cabinet_of_curiosities : Cheap destroy_or_downgrade_estate_building_3_effect = { BUILDING = cabinet_of_curiosities } } 16 = { # reception_hall : Cheap destroy_or_downgrade_estate_building_5_effect = { BUILDING = reception_hall } } 17 = { # prison : Cheap destroy_or_downgrade_estate_building_4_effect = { BUILDING = prison } } 18 = { # courtyard : Cheap destroy_or_downgrade_estate_building_4_effect = { BUILDING = courtyard } } 19 = { # wine_cellar : Cheap destroy_or_downgrade_estate_building_3_effect = { BUILDING = wine_cellar } } 20 = { # guest_room : Cheap destroy_or_downgrade_estate_building_6_effect = { BUILDING = guest_room } } 21 = { # bath : Cheap destroy_or_downgrade_estate_building_4_effect = { BUILDING = bath } } 22 = { # library : Cheap if = { limit = { has_domicile_building_or_higher = library_observatory_03 } destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = library_observatory } } else_if = { limit = { has_domicile_building_or_higher = library_education_03 } destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = library_education } } else = { destroy_or_downgrade_estate_building_2_effect = { BUILDING = library } } } 23 = { # servants_quarters : Cheap destroy_or_downgrade_estate_building_4_effect = { BUILDING = servants_quarters } } 24 = { # office : Cheap destroy_or_downgrade_estate_building_4_effect = { BUILDING = office } } 25 = { # trophy_room : Cheap destroy_or_downgrade_estate_building_4_effect = { BUILDING = trophy_room } } 26 = { # silk : Cheap destroy_or_downgrade_estate_building_6_effect = { BUILDING = silk } } } remove_variable = destroyed_building_variable } } # Destroy building effects for chinese estates - In domicile scope destroy_random_east_asian_estate_building_variable_effect = { save_scope_as = raid_domicile if = { limit = { has_variable = destroyed_building_variable } remove_variable = destroyed_building_variable } random_list = { # Which building? # Upgrades/internal buildings 10 = { # living_quarters trigger = { has_domicile_building_or_higher = east_asian_estate_living_quarters_01 } set_variable = { name = destroyed_building_variable value = 1 months = 1 } } 10 = { # commander's study trigger = { has_domicile_building_or_higher = east_asian_estate_commander_study_01 } set_variable = { name = destroyed_building_variable value = 2 months = 1 } } 10 = { # office trigger = { has_domicile_building_or_higher = east_asian_estate_office_01 } set_variable = { name = destroyed_building_variable value = 3 months = 1 } } 10 = { # servants_quarters trigger = { has_domicile_building_or_higher = east_asian_estate_servants_quarters_01 } set_variable = { name = destroyed_building_variable value = 4 months = 1 } } 10 = { # library trigger = { has_domicile_building_or_higher = east_asian_estate_library_01 } set_variable = { name = destroyed_building_variable value = 5 months = 1 } } 10 = { # bath trigger = { has_domicile_building_or_higher = east_asian_estate_bath_01 } set_variable = { name = destroyed_building_variable value = 6 months = 1 } } 10 = { # guest_room trigger = { has_domicile_building_or_higher = east_asian_estate_guest_room_01 } set_variable = { name = destroyed_building_variable value = 7 months = 1 } } 10 = { # wine_cellar trigger = { has_domicile_building_or_higher = east_asian_estate_wine_cellar_01 } set_variable = { name = destroyed_building_variable value = 8 months = 1 } } 10 = { # courtyard trigger = { has_domicile_building_or_higher = east_asian_estate_courtyard_01 } set_variable = { name = destroyed_building_variable value = 9 months = 1 } } 10 = { # prison trigger = { has_domicile_building_or_higher = east_asian_estate_prison_01 } set_variable = { name = destroyed_building_variable value = 10 months = 1 } } 10 = { # reception_hall trigger = { has_domicile_building_or_higher = east_asian_estate_reception_hall_01 } set_variable = { name = destroyed_building_variable value = 11 months = 1 } } 10 = { # cabinet_of_curiosities trigger = { has_domicile_building_or_higher = east_asian_estate_cabinet_of_curiosities_01 } set_variable = { name = destroyed_building_variable value = 12 months = 1 } } # External buildings 10 = { # ancestral shrine trigger = { has_domicile_building_or_higher = east_asian_estate_ancestral_shrine_01 } set_variable = { name = destroyed_building_variable value = 13 months = 1 } } 10 = { # pagoda trigger = { has_domicile_building_or_higher = east_asian_estate_temple_01 } set_variable = { name = destroyed_building_variable value = 14 months = 1 } } 10 = { # barracks trigger = { has_domicile_building_or_higher = east_asian_estate_barracks_01 } set_variable = { name = destroyed_building_variable value = 15 months = 1 } } 10 = { # watchtower trigger = { has_domicile_building_or_higher = east_asian_estate_watchtower_01 } set_variable = { name = destroyed_building_variable value = 16 months = 1 } } 10 = { # garden trigger = { has_domicile_building_or_higher = east_asian_estate_garden_01 } set_variable = { name = destroyed_building_variable value = 18 months = 1 } } 10 = { # stable trigger = { has_domicile_building_or_higher = east_asian_estate_stable_01 } set_variable = { name = destroyed_building_variable value = 19 months = 1 } } 10 = { # workshop trigger = { has_domicile_building_or_higher = east_asian_estate_workshop_01 } set_variable = { name = destroyed_building_variable value = 20 months = 1 } } 10 = { # storage trigger = { has_domicile_building_or_higher = east_asian_estate_storage_01 } set_variable = { name = destroyed_building_variable value = 21 months = 1 } } 10 = { # market trigger = { has_domicile_building_or_higher = east_asian_estate_market_01 } set_variable = { name = destroyed_building_variable value = 22 months = 1 } } 10 = { # grazing_land trigger = { has_domicile_building_or_higher = east_asian_estate_grazing_land_01 } set_variable = { name = destroyed_building_variable value = 23 months = 1 } } 10 = { # rice_field trigger = { has_domicile_building_or_higher = east_asian_estate_rice_field_01 } set_variable = { name = destroyed_building_variable value = 25 months = 1 } } 10 = { # tea plantation trigger = { has_domicile_building_or_higher = east_asian_estate_tea_01 } set_variable = { name = destroyed_building_variable value = 27 months = 1 } } 10 = { # physician's office trigger = { has_domicile_building_or_higher = east_asian_estate_health_01 } set_variable = { name = destroyed_building_variable value = 28 months = 1 } } 10 = { # silk trigger = { has_domicile_building_or_higher = east_asian_estate_silk_01 } set_variable = { name = destroyed_building_variable value = 29 months = 1 } } 10 = { # study trigger = { has_domicile_building_or_higher = east_asian_estate_study_01 } set_variable = { name = destroyed_building_variable value = 30 months = 1 } } 10 = { # minister's office trigger = { has_domicile_building_or_higher = east_asian_estate_minister_office_01 } set_variable = { name = destroyed_building_variable value = 31 months = 1 } } 10 = { # dynastic pavilion/movement leader building trigger = { has_domicile_building_or_higher = east_asian_estate_movement_study_01 } set_variable = { name = destroyed_building_variable value = 32 months = 1 } } 10 = { # archive trigger = { has_domicile_building_or_higher = east_asian_estate_archive_01 } set_variable = { name = destroyed_building_variable value = 33 months = 1 } } 10 = { # gate trigger = { has_domicile_building_or_higher = east_asian_estate_gate_01 } set_variable = { name = destroyed_building_variable value = 34 months = 1 } } 10 = { # taxation office trigger = { has_domicile_building_or_higher = east_asian_estate_taxation_01 } set_variable = { name = destroyed_building_variable value = 35 months = 1 } } 10 = { # yamen office trigger = { has_domicile_building_or_higher = east_asian_peasant_quarters_01 } set_variable = { name = destroyed_building_variable value = 36 months = 1 } } } } destroy_random_east_asian_estate_building_effect = { if = { limit = { has_variable = destroyed_building_variable } switch = { trigger = var:destroyed_building_variable 1 = { # living_quarters destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_living_quarters } } 2 = { # commander's study destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_commander_study } } 3 = { # office destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_office } } 4 = { # servants_quarters destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_servants_quarters } } 5 = { # library if = { limit = { has_domicile_building_or_higher = east_asian_estate_library_education_03 } destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = east_asian_estate_library_education } } else = { destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_library } } } 6 = { # bath destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_bath } } 7 = { # guest_room destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_guest_room } } 8 = { # wine_cellar destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_wine_cellar } } 9 = { # courtyard destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_courtyard } } 10 = { # prison destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_prison } } 11 = { # reception_hall destroy_or_downgrade_estate_building_5_effect = { BUILDING = east_asian_estate_reception_hall } } 12 = { # cabinet_of_curiosities destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_cabinet_of_curiosities } } 13 = { # ancestral shrine destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_ancestral_shrine } } 14 = { # pagoda destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_temple } } 15 = { # barracks destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_barracks } } 16 = { # watchtower destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_watchtower } } 18 = { # garden if = { limit = { has_domicile_building_or_higher = east_asian_estate_garden_leisure_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_garden_leisure } } else_if = { limit = { has_domicile_building_or_higher = east_asian_estate_garden_fruit_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_garden_fruit } } else = { destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_garden } } } 19 = { # stable if = { limit = { has_domicile_building_or_higher = east_asian_estate_stable_grand_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_stable_grand } } else_if = { limit = { has_domicile_building_or_higher = east_asian_estate_stable_kennel_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_stable_kennel } } else = { destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_stable } } } 20 = { # workshop if = { limit = { has_domicile_building_or_higher = east_asian_estate_workshop_carpenter_03 } destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_carpenter } } else_if = { limit = { has_domicile_building_or_higher = east_asian_estate_workshop_mason_03 } destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_mason } } else_if = { limit = { has_domicile_building_or_higher = east_asian_estate_workshop_textile_03 } destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_textile } } else = { destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_workshop } } } 21 = { # storage if = { limit = { has_domicile_building_or_higher = east_asian_estate_storage_warehouse_03 } destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_storage_warehouse } } else_if = { limit = { has_domicile_building_or_higher = east_asian_estate_storage_granary_03 } destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_storage_granary } } else = { destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_storage } } } 22 = { # market destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_market } } 23 = { # grazing_land if = { limit = { has_domicile_building_or_higher = east_asian_estate_horse_pasture_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_horse_pasture } } else_if = { limit = { has_domicile_building_or_higher = east_asian_estate_camel_pasture_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_camel_pasture } } else_if = { limit = { has_domicile_building_or_higher = east_asian_estate_elephant_pasture_04 } destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_elephant_pasture } } else = { destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_grazing_land } } } 25 = { # rice_field destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_rice_field } } 27 = { # tea destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_tea } } 28 = { # health destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_health } } 29 = { # silk destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_silk } } 30 = { # study destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_study } } 31 = { # minister's office destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_minister_office } } 32 = { # dynastic pavilion/movement leader building destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_movement_study } } 33 = { # archive destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_archive } } 34 = { # gate destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_gate } } 35 = { # tax office destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_taxation } } 36 = { # peasants quarters destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_peasant_quarters } } } remove_variable = destroyed_building_variable } } add_random_economic_building_effect = { save_scope_as = building_scope custom_tooltip = random_economic_building_tt hidden_effect = { random_list = { 10 = { # Caravanserai trigger = { NOT = { has_building_or_higher = caravanserai_01 } building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } culture = { has_innovation = innovation_guilds } } add_building = caravanserai_01 } 10 = { # Watermills trigger = { NOT = { has_building_or_higher = watermills_01 } building_watermills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } culture = { has_innovation = innovation_windmills } } add_building = watermills_01 } 10 = { # Windmills trigger = { NOT = { has_building_or_higher = windmills_01 } building_windmills_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } culture = { has_innovation = innovation_windmills } } add_building = windmills_01 } 10 = { # Trade Port trigger = { NOT = { has_building_or_higher = common_tradeport_01 } building_common_tradeport_requirement_terrain = yes OR = { AND = { culture = { has_cultural_parameter = trade_ports_enabled_for_tribals } has_building_or_higher = tribe_01 } building_requirement_castle_city_church = { LEVEL = 01 } } } add_building = common_tradeport_01 } 10 = { # Pastures trigger = { NOT = { has_building_or_higher = pastures_01 } building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = pastures_01 } 10 = { # Hunting Grounds trigger = { NOT = { has_building_or_higher = hunting_grounds_01 } building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = hunting_grounds_01 } 10 = { # Orchards trigger = { NOT = { has_building_or_higher = orchards_01 } building_orchards_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = orchards_01 } 10 = { # Farm Estates trigger = { NOT = { has_building_or_higher = farm_estates_01 } building_farm_estates_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = farm_estates_01 } 10 = { # Cereal Fields trigger = { NOT = { has_building_or_higher = cereal_fields_01 } building_cereal_fields_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = cereal_fields_01 } 10 = { # Logging Camps trigger = { NOT = { has_building_or_higher = logging_camps_01 } building_logging_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = logging_camps_01 } 10 = { # Peat Quarries trigger = { NOT = { has_building_or_higher = peat_quarries_01 } building_peat_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = peat_quarries_01 } 10 = { # Hill Farms trigger = { NOT = { has_building_or_higher = hill_farms_01 } building_hill_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = hill_farms_01 } 10 = { # Elephant Pens trigger = { NOT = { has_building_or_higher = elephant_pens_01 } building_elephant_pens_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = elephant_pens_01 } 10 = { # Plantations trigger = { NOT = { has_building_or_higher = plantations_01 } building_plantations_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = plantations_01 } 10 = { # Quarries trigger = { NOT = { has_building_or_higher = quarries_01 } building_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = quarries_01 } 10 = { # Qanats trigger = { NOT = { has_building_or_higher = qanats_01 } building_qanats_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } culture = { has_cultural_parameter = unlocks_qanat_building } } add_building = qanats_01 } 10 = { # Murex Farms trigger = { NOT = { has_building_or_higher = murex_farm_01 } building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = murex_farm_01 } 10 = { # Guild Halls - City Specific trigger = { NOT = { has_building_or_higher = guild_halls_01 } has_building_or_higher = city_01 } add_building = guild_halls_01 } 10 = { # Monastic Schools - Temple Specific trigger = { NOT = { has_building_or_higher = monastic_schools_01 } has_building_or_higher = temple_01 } add_building = monastic_schools_01 } } } } add_random_fortification_building_effect = { save_scope_as = building_scope custom_tooltip = random_fortification_building_tt hidden_effect = { random_list = { 10 = { # Ramparts trigger = { NOT = { has_building_or_higher = ramparts_01 } building_ramparts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = ramparts_01 } 10 = { # Curtain Walls trigger = { NOT = { has_building_or_higher = curtain_walls_01 } building_curtain_walls_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = curtain_walls_01 } 10 = { # Watchtowers trigger = { NOT = { has_building_or_higher = watchtowers_01 } building_watchtowers_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = watchtowers_01 } 10 = { # Hill Forts trigger = { NOT = { has_building_or_higher = hill_forts_01 } building_hill_forts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = hill_forts_01 } } } } add_random_military_building_effect = { save_scope_as = building_scope custom_tooltip = random_military_building_tt hidden_effect = { random_list = { 10 = { # Wind Furnace trigger = { NOT = { has_building_or_higher = wind_furnace_01 } building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = wind_furnace_01 } 10 = { # Workshops trigger = { NOT = { has_building_or_higher = workshops_01 } building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:building_scope.county.holder.culture = { has_innovation = innovation_advanced_bowmaking } } add_building = workshops_01 } 10 = { # Horse Pastures trigger = { NOT = { has_building_or_higher = windmills_01 } building_horse_pastures_requirement_terrain = yes } add_building = windmills_01 } 10 = { # Hillside Grazing trigger = { NOT = { has_building_or_higher = hillside_grazing_01 } building_hillside_grazing_requirement_terrain = yes } add_building = hillside_grazing_01 } 10 = { # Warrior Lodges trigger = { NOT = { has_building_or_higher = warrior_lodges_01 } building_warrior_lodges_requirement_terrain = yes } add_building = warrior_lodges_01 } 10 = { # Military Camps trigger = { NOT = { has_building_or_higher = military_camps_01 } building_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = military_camps_01 } 10 = { # Regimental Grounds trigger = { NOT = { has_building_or_higher = regimental_grounds_01 } building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = regimental_grounds_01 } 10 = { # Outposts trigger = { NOT = { has_building_or_higher = outposts_01 } building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = outposts_01 } 10 = { # Barracks trigger = { NOT = { has_building_or_higher = barracks_01 } building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = barracks_01 } 10 = { # Camel Farms trigger = { NOT = { has_building_or_higher = camel_farms_01 } building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = camel_farms_01 } 10 = { # Stables trigger = { NOT = { has_building_or_higher = stables_01 } building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = stables_01 } 10 = { # Smiths trigger = { NOT = { has_building_or_higher = smiths_01 } building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } add_building = smiths_01 } } } } destroy_or_downgrade_temple_effect = { if = { limit = { has_building = temple_04 } remove_building = temple_04 hidden_effect = { add_building = temple_03 } } else_if = { limit = { has_building = temple_03 } remove_building = temple_03 hidden_effect = { add_building = temple_02 } } else_if = { limit = { has_building = temple_02 } remove_building = temple_02 hidden_effect = { add_building = temple_01 } } else = { remove_building = temple_01 } } add_next_temple_tier_effect = { if = { limit = { NOT = { has_building_or_higher = temple_01 } } add_building = temple_01 } else_if = { limit = { has_building = temple_01 } add_building = temple_02 } else_if = { limit = { has_building = temple_02 } add_building = temple_03 } else_if = { limit = { has_building = temple_03 } add_building = temple_04 } }