########## # Duchy Capital Buildings # These are built in the first barony of the first county of any duchy # Holding the associated duchy is required both to build, and for the buildings to be enabled ########## # SPECIAL DUCHY BUILDINGS # We place these at the top to make them more visible in the building interface. ################## # Tower of Silence ################## tower_of_silence_01 = { construction_time = slow_construction_time type_icon = "icon_building_tower_of_silence.dds" can_construct_potential = { building_requirement_tribal = no building_requirement_castle_city_church = { LEVEL = 01 } scope:holder = { faith = { has_doctrine_parameter = can_build_towers_of_silence_active } } } is_enabled = { custom_tooltip = { text = tower_of_silence_01.tt.county_not_tos_users county.faith = { has_doctrine_parameter = can_build_towers_of_silence_active } } custom_tooltip = { text = tower_of_silence_01.tt.liege_not_approve_of_burial scope:holder.liege ?= { faith = { NOT = { has_doctrine_parameter = can_build_towers_of_silence_active } } } } county.holder = { has_title = prev.duchy faith = { has_doctrine_parameter = can_build_towers_of_silence_active } } } show_disabled = yes cost_gold = expensive_building_tier_5_cost character_modifier = { same_faith_opinion = 10 zealot_opinion = 10 zealot_tax_contribution_mult = 0.2 zealot_levy_contribution_mult = 0.2 monthly_piety = 1 owned_legend_spread_mult = 0.2 legitimacy_gain_mult = 0.3 } duchy_capital_county_modifier = { county_opinion_add = 30 monthly_county_control_growth_add = 0.25 epidemic_resistance = 10 } ai_value = { base = 100 # Fill all building slots before going for duchy buildings modifier = { factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } type = duchy_capital flag = fully_upgraded_duchy_capital_building } ################### # Charnel Grounds # ################### charnel_grounds_01 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no faith = { has_doctrine_parameter = sky_burials_active } } can_construct_showing_failures_only = { faith = { has_doctrine_parameter = sky_burials_active } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = no cost_gold = expensive_building_tier_3_cost duchy_capital_county_modifier = { county_opinion_add = 5 epidemic_resistance = 10 } character_modifier = { monthly_piety = 0.1 stress_gain_mult = -0.1 clergy_opinion = 5 } next_building = charnel_grounds_02 type_icon = "icon_building_tower_of_silence_2.dds" type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } } } charnel_grounds_02 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no faith = { has_doctrine_parameter = sky_burials_active } } can_construct_showing_failures_only = { faith = { has_doctrine_parameter = sky_burials_active } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = no cost_gold = expensive_building_tier_4_cost duchy_capital_county_modifier = { county_opinion_add = 10 epidemic_resistance = 15 } character_modifier = { monthly_piety = 0.2 stress_gain_mult = -0.15 negate_health_penalty_add = 0.05 clergy_opinion = 10 } next_building = charnel_grounds_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } charnel_grounds_03 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no faith = { has_doctrine_parameter = sky_burials_active } } can_construct_showing_failures_only = { faith = { has_doctrine_parameter = sky_burials_active } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = no cost_gold = expensive_building_tier_5_cost duchy_capital_county_modifier = { county_opinion_add = 15 epidemic_resistance = 20 } character_modifier = { monthly_piety = 0.3 stress_gain_mult = -0.2 negate_health_penalty_add = 0.1 clergy_opinion = 15 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } ################## ### Graveyards ### ################## burial_site_01 = { construction_time = slow_construction_time type_icon = "icon_building_graveyard.dds" can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no scope:holder = { has_dlc_feature = legends_of_the_dead } } can_construct_showing_failures_only = { culture = { has_innovation = innovation_manorialism } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost character_modifier = { monthly_piety = 0.3 court_grandeur_baseline_add = 2 owned_legend_spread_mult = 0.2 legitimacy_gain_mult = 0.1 } duchy_capital_county_modifier = { monthly_county_control_growth_factor = 0.1 county_opinion_add = 5 epidemic_resistance = 20 } next_building = burial_site_02 type_icon = "icon_building_graveyard.dds" type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } burial_site_02 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no scope:holder = { has_dlc_feature = legends_of_the_dead } } can_construct_showing_failures_only = { culture = { has_innovation = innovation_windmills } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost character_modifier = { monthly_piety = 0.5 court_grandeur_baseline_add = 4 owned_legend_spread_mult = 0.3 legitimacy_gain_mult = 0.15 } duchy_capital_county_modifier = { county_opinion_add = 10 monthly_county_control_growth_factor = 0.2 epidemic_resistance = 30 } next_building = burial_site_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } burial_site_03 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no scope:holder = { has_dlc_feature = legends_of_the_dead } } can_construct_showing_failures_only = { culture = { has_innovation = innovation_cranes } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost character_modifier = { monthly_piety = 1 court_grandeur_baseline_add = 6 owned_legend_spread_mult = 0.4 legitimacy_gain_mult = 0.2 } duchy_capital_county_modifier = { county_opinion_add = 10 monthly_county_control_growth_factor = 0.4 epidemic_resistance = 40 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } ############### ### Regular ### ############### royal_garden_01 = { construction_time = slow_construction_time effect_desc = royal_garden_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building } NOR = { terrain = desert_mountains terrain = mountains terrain = wetlands } } can_construct_showing_failures_only = { culture = { has_innovation = innovation_manorialism } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost character_modifier = { monthly_prestige_gain_mult = 0.05 stress_gain_mult = -0.10 #Add a court grandeur bonus court_grandeur_baseline_add = 4 #character_capital_county_monthly_development_growth_add = 0.2 } duchy_capital_county_modifier = { county_opinion_add = 5 } province_modifier = { monthly_income = good_building_tax_tier_2 } next_building = royal_garden_02 type_icon = "icon_building_royal_gardens.dds" type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } royal_garden_02 = { construction_time = slow_construction_time effect_desc = royal_garden_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building } culture = { has_innovation = innovation_windmills } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost character_modifier = { monthly_prestige_gain_mult = 0.10 stress_gain_mult = -0.20 #Add a court grandeur bonus court_grandeur_baseline_add = 8 #character_capital_county_monthly_development_growth_add = 0.4 } duchy_capital_county_modifier = { county_opinion_add = 10 } province_modifier = { monthly_income = good_building_tax_tier_3 } next_building = royal_garden_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } royal_garden_03 = { construction_time = slow_construction_time effect_desc = royal_garden_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building } culture = { has_innovation = innovation_cranes } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost character_modifier = { monthly_prestige_gain_mult = 0.15 stress_gain_mult = -0.30 #Add a court grandeur bonus court_grandeur_baseline_add = 12 #character_capital_county_monthly_development_growth_add = 0.6 } duchy_capital_county_modifier = { county_opinion_add = 15 } province_modifier = { monthly_income = good_building_tax_tier_4 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } # REGULAR DUCHY BUILDINGS military_academy_01 = { construction_time = slow_construction_time effect_desc = academies_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_burhs } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost character_modifier = { knight_limit = 2 knight_effectiveness_mult = 0.25 army_maintenance_mult = -0.025 men_at_arms_recruitment_cost = -0.1 men_at_arms_limit = 1 } next_building = military_academy_02 type_icon = "icon_building_military_academy.dds" type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } military_academy_02 = { construction_time = slow_construction_time effect_desc = academies_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_castle_baileys } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost character_modifier = { knight_limit = 4 knight_effectiveness_mult = 0.5 army_maintenance_mult = -0.035 men_at_arms_recruitment_cost = -0.2 men_at_arms_limit = 2 } next_building = military_academy_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } military_academy_03 = { construction_time = slow_construction_time effect_desc = academies_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_royal_armory } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost character_modifier = { knight_limit = 6 knight_effectiveness_mult = 0.75 army_maintenance_mult = -0.05 men_at_arms_recruitment_cost = -0.3 men_at_arms_limit = 3 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } march_01 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_burhs } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost duchy_capital_county_modifier = { supply_limit_mult = 0.25 levy_reinforcement_rate = 0.25 garrison_size = 0.25 hostile_raid_time = 0.2 defender_holding_advantage = 5 additional_fort_level = normal_building_fort_level_tier_2 travel_danger = -10 mountains_tax_mult = 0.15 desert_mountains_tax_mult = 0.15 hills_tax_mult = 0.15 } next_building = march_02 type_icon = "icon_building_march.dds" type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } march_02 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_castle_baileys } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost duchy_capital_county_modifier = { supply_limit_mult = 0.5 levy_reinforcement_rate = 0.5 garrison_size = 0.5 hostile_raid_time = 0.3 defender_holding_advantage = 10 additional_fort_level = normal_building_fort_level_tier_4 travel_danger = -20 mountains_tax_mult = 0.2 desert_mountains_tax_mult = 0.2 hills_tax_mult = 0.2 } next_building = march_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } culture_likely_to_fortify_modifier = yes } } march_03 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_royal_armory } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost duchy_capital_county_modifier = { supply_limit_mult = 1 levy_reinforcement_rate = 1 garrison_size = 1 hostile_raid_time = 0.4 defender_holding_advantage = 15 additional_fort_level = normal_building_fort_level_tier_6 travel_danger = -30 mountains_tax_mult = 0.3 desert_mountains_tax_mult = 0.3 hills_tax_mult = 0.3 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } culture_likely_to_fortify_modifier = yes } } siege_works_01 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_burhs } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost character_modifier = { siege_weapon_recruitment_cost_mult = -0.15 siege_weapon_maintenance_mult = -0.15 } province_modifier = { stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_1 stationed_siege_weapon_toughness_add = 5 } duchy_capital_county_modifier = { additional_fort_level = normal_building_fort_level_tier_2 } next_building = siege_works_02 type_icon = "icon_building_siege_works.dds" type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } siege_works_02 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_castle_baileys } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost character_modifier = { siege_weapon_recruitment_cost_mult = -0.3 siege_weapon_maintenance_mult = -0.3 } province_modifier = { stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_2 stationed_siege_weapon_toughness_add = 10 } duchy_capital_county_modifier = { additional_fort_level = normal_building_fort_level_tier_4 } next_building = siege_works_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } culture_likely_to_fortify_modifier = yes } } siege_works_03 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_royal_armory } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost character_modifier = { siege_weapon_recruitment_cost_mult = -0.45 siege_weapon_maintenance_mult = -0.45 } province_modifier = { stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_3 stationed_siege_weapon_toughness_add = 15 } duchy_capital_county_modifier = { additional_fort_level = normal_building_fort_level_tier_6 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } culture_likely_to_fortify_modifier = yes } } royal_armory_01 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_melee_cost_discount_effect_toto_desc } } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_burhs } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost duchy_capital_county_modifier = { levy_size = 0.2 } character_modifier = { army_maintenance_mult = -0.025 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } character_culture_modifier = { parameter = better_armory_buildings prowess = 2 knight_effectiveness_mult = 0.15 } duchy_capital_county_culture_modifier = { parameter = better_armory_buildings build_gold_cost = -0.1 holding_build_gold_cost = -0.1 } province_culture_modifier = { parameter = better_armory_buildings stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } next_building = royal_armory_02 type_icon = "icon_building_royal_armory.dds" type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } royal_armory_02 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_activity_cost_max_discount_effect_desc } } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_castle_baileys } } character_culture_modifier = { parameter = better_armory_buildings prowess = 3 knight_effectiveness_mult = 0.3 } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost duchy_capital_county_modifier = { levy_size = 0.3 } character_modifier = { army_maintenance_mult = -0.05 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } duchy_capital_county_culture_modifier = { parameter = better_armory_buildings build_gold_cost = -0.15 holding_build_gold_cost = -0.15 } province_culture_modifier = { parameter = better_armory_buildings stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } next_building = royal_armory_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } royal_armory_03 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_activity_cost_max_discount_effect_desc } } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_royal_armory } } character_culture_modifier = { parameter = better_armory_buildings prowess = 4 knight_effectiveness_mult = 0.45 } duchy_capital_county_culture_modifier = { parameter = better_armory_buildings build_gold_cost = -0.2 holding_build_gold_cost = -0.2 } character_modifier = { army_maintenance_mult = -0.1 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_3 stationed_maa_toughness_mult = normal_maa_toughness_tier_3 } province_culture_modifier = { parameter = better_armory_buildings stationed_maa_damage_mult = normal_maa_damage_tier_3 stationed_maa_toughness_mult = normal_maa_toughness_tier_3 } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost duchy_capital_county_modifier = { levy_size = 0.4 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } jousting_lists_01 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = unlocks_building_desc } triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_horse_cost_discount_effect_toto_desc } } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_burhs } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost character_modifier = { men_at_arms_maintenance = -0.06 } province_modifier = { stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_1 stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_1 stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_1 stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_1 stationed_light_cavalry_damage_mult = high_maa_damage_tier_1 stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_1 stationed_light_cavalry_screen_mult = high_maa_screen_tier_1 stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_1 stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_1 stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_1 stationed_camel_cavalry_damage_mult = high_maa_damage_tier_1 stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_1 stationed_camel_cavalry_screen_mult = high_maa_screen_tier_1 stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_1 } next_building = jousting_lists_02 type_icon = "icon_building_jousting_lists.dds" type = duchy_capital ai_value = { base = 20 ai_anti_synergy_armored_infantry_modifier = yes ai_anti_synergy_light_infantry_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } modifier = { # Don't build unsuitable MaA-boosting duchy buildings factor = 0 scope:holder = { NOR = { number_maa_regiments_of_base_type = { type = heavy_cavalry value > 0 } number_maa_regiments_of_base_type = { type = light_cavalry value > 0 } number_maa_regiments_of_base_type = { type = elephant_cavalry value > 0 } number_maa_regiments_of_base_type = { type = camel_cavalry value > 0 } } } } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } jousting_lists_02 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = unlocks_building_desc } triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_horse_cost_discount_effect_toto_desc } } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_castle_baileys } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost character_modifier = { men_at_arms_maintenance = -0.08 } province_modifier = { stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_2 stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_2 stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_2 stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_2 stationed_light_cavalry_damage_mult = high_maa_damage_tier_2 stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_2 stationed_light_cavalry_screen_mult = high_maa_screen_tier_2 stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_2 stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_2 stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_2 stationed_camel_cavalry_damage_mult = high_maa_damage_tier_2 stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_2 stationed_camel_cavalry_screen_mult = high_maa_screen_tier_2 stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_2 } next_building = jousting_lists_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } jousting_lists_03 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = unlocks_building_desc } triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_horse_cost_discount_effect_toto_desc } } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_royal_armory } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost character_modifier = { men_at_arms_maintenance = -0.1 } province_modifier = { stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_3 stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_3 stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_3 stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_3 stationed_light_cavalry_damage_mult = high_maa_damage_tier_3 stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_3 stationed_light_cavalry_screen_mult = high_maa_screen_tier_3 stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_3 stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_3 stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_3 stationed_camel_cavalry_damage_mult = high_maa_damage_tier_3 stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_3 stationed_camel_cavalry_screen_mult = high_maa_screen_tier_3 stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_3 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } blacksmiths_01 = { construction_time = slow_construction_time effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = blacksmiths_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = blacksmiths_roco_effect_desc } desc = blacksmiths_effect_desc } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_burhs } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost character_modifier = { men_at_arms_maintenance = -0.06 } province_modifier = { stationed_pikemen_damage_mult = normal_maa_damage_tier_1 stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_1 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1 stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_1 } character_culture_modifier = { parameter = better_blacksmith_buildings prowess = 2 } duchy_capital_county_culture_modifier = { parameter = better_blacksmith_buildings supply_limit_mult = 0.25 } province_culture_modifier = { parameter = better_blacksmith_buildings stationed_pikemen_damage_mult = normal_maa_damage_tier_1 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1 stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1 } next_building = blacksmiths_02 type_icon = "icon_building_blacksmiths.dds" type = duchy_capital ai_value = { base = 20 ai_anti_synergy_cavalry_modifier = yes ai_anti_synergy_light_infantry_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } modifier = { # Don't build unsuitable MaA-boosting duchy buildings factor = 0 scope:holder = { NOR = { number_maa_regiments_of_base_type = { type = pikemen value > 0 } number_maa_regiments_of_base_type = { type = heavy_infantry value > 0 } } } } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } blacksmiths_02 = { construction_time = slow_construction_time effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = blacksmiths_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = blacksmiths_roco_effect_desc } desc = blacksmiths_effect_desc } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_castle_baileys } } character_culture_modifier = { parameter = better_blacksmith_buildings pikemen_toughness_mult = 0.05 heavy_infantry_toughness_mult = 0.05 prowess = 3 } duchy_capital_county_culture_modifier = { parameter = better_blacksmith_buildings supply_limit_mult = 0.5 } province_culture_modifier = { parameter = better_blacksmith_buildings stationed_pikemen_damage_mult = normal_maa_damage_tier_2 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2 stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2 } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost character_modifier = { men_at_arms_maintenance = -0.08 } province_modifier = { stationed_pikemen_damage_mult = normal_maa_damage_tier_2 stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_2 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2 stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_2 } next_building = blacksmiths_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } blacksmiths_03 = { construction_time = slow_construction_time effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = blacksmiths_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = blacksmiths_roco_effect_desc } desc = blacksmiths_effect_desc } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_royal_armory } } character_culture_modifier = { parameter = better_blacksmith_buildings prowess = 4 pikemen_toughness_mult = 0.08 heavy_infantry_toughness_mult = 0.08 } duchy_capital_county_culture_modifier = { parameter = better_blacksmith_buildings supply_limit_mult = 0.75 } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost character_modifier = { men_at_arms_maintenance = -0.1 } province_modifier = { stationed_pikemen_damage_mult = normal_maa_damage_tier_3 stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_3 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3 stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_3 } province_culture_modifier = { parameter = better_blacksmith_buildings stationed_pikemen_damage_mult = normal_maa_damage_tier_3 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3 stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_3 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } archery_ranges_01 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_archery_cost_discount_effect_toto_desc } } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_burhs } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost character_modifier = { men_at_arms_maintenance = -0.06 } province_modifier = { stationed_archers_damage_mult = very_high_maa_damage_tier_1 stationed_archers_toughness_mult = low_maa_toughness_tier_1 stationed_skirmishers_screen_mult = high_maa_screen_tier_1 stationed_skirmishers_damage_mult = very_high_maa_damage_tier_1 stationed_skirmishers_toughness_mult = high_maa_toughness_tier_1 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_1 stationed_archer_cavalry_screen_mult = high_maa_screen_tier_1 stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1 stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_1 } next_building = archery_ranges_02 type_icon = "icon_building_royal_hunting_grounds.dds" type = duchy_capital ai_value = { base = 20 ai_anti_synergy_cavalry_modifier = yes ai_anti_synergy_armored_infantry_modifier = yes modifier = { add = 10 scope:holder = { number_maa_regiments_of_base_type = { type = archer_cavalry value >= 2 } } } modifier = { factor = 2 scope:holder.capital_province = this } modifier = { # Don't build unsuitable MaA-boosting duchy buildings factor = 0 scope:holder = { NOR = { number_maa_regiments_of_base_type = { type = archers value > 0 } number_maa_regiments_of_base_type = { type = skirmishers value > 0 } number_maa_regiments_of_base_type = { type = archer_cavalry value > 0 } } } } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } archery_ranges_02 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_archery_cost_discount_effect_toto_desc } } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_castle_baileys } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost character_modifier = { men_at_arms_maintenance = -0.08 } province_modifier = { stationed_archers_damage_mult = very_high_maa_damage_tier_2 stationed_archers_toughness_mult = low_maa_toughness_tier_2 stationed_skirmishers_screen_mult = high_maa_screen_tier_2 stationed_skirmishers_damage_mult = very_high_maa_damage_tier_2 stationed_skirmishers_toughness_mult = high_maa_toughness_tier_2 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_2 stationed_archer_cavalry_screen_mult = high_maa_screen_tier_2 stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2 stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_2 } next_building = archery_ranges_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } archery_ranges_03 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_archery_cost_discount_effect_toto_desc } } can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_royal_armory } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost character_modifier = { men_at_arms_maintenance = -0.1 } province_modifier = { stationed_archers_damage_mult = very_high_maa_damage_tier_3 stationed_archers_toughness_mult = low_maa_toughness_tier_3 stationed_skirmishers_screen_mult = high_maa_screen_tier_3 stationed_skirmishers_damage_mult = very_high_maa_damage_tier_3 stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_3 stationed_archer_cavalry_screen_mult = high_maa_screen_tier_3 stationed_archer_cavalry_damage_mult = high_maa_damage_tier_3 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3 stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_3 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } tax_assessor_01 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_manorialism } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost duchy_capital_county_modifier = { tax_mult = 0.15 } next_building = tax_assessor_02 type_icon = "icon_building_tax_assessor.dds" type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } modifier = { factor = 2 AND = { building_watermills_requirement_terrain = yes building_windmills_requirement_terrain = yes } } modifier = { factor = 2 OR = { has_building_or_higher = watermills_01 has_building_or_higher = windmills_01 has_building_or_higher = caravanserai_01 } } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } tax_assessor_02 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_windmills } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost duchy_capital_county_modifier = { tax_mult = 0.20 } next_building = tax_assessor_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } tax_assessor_03 = { construction_time = slow_construction_time can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_cranes } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost duchy_capital_county_modifier = { tax_mult = 0.30 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } leisure_palace_01 = { construction_time = slow_construction_time effect_desc = leisure_palace_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_manorialism } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost character_modifier = { monthly_prestige_gain_mult = 0.05 stress_loss_mult = 0.15 owned_hostile_scheme_success_chance_add = 5 owned_personal_scheme_success_chance_add = 5 } duchy_capital_county_modifier = { monthly_county_control_growth_factor = 0.2 monthly_county_control_growth_add = 0.2 } next_building = leisure_palace_02 type_icon = "icon_building_leisure_palace.dds" type = duchy_capital ai_value = { base = 10 modifier = { # This type of Duchy Capital Building should be more rare add = 10 scope:holder = { OR = { # Suitable personality; cares a lot about their image or reclusive has_trait = arrogant has_trait = deceitful has_trait = paranoid has_trait = shy has_trait = lazy has_trait = reclusive has_trait = profligate } } } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } leisure_palace_02 = { construction_time = slow_construction_time effect_desc = leisure_palace_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_windmills } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost character_modifier = { monthly_prestige_gain_mult = 0.1 stress_loss_mult = 0.25 owned_hostile_scheme_success_chance_add = 15 owned_personal_scheme_success_chance_add = 15 } duchy_capital_county_modifier = { monthly_county_control_growth_factor = 0.4 monthly_county_control_growth_add = 0.3 } next_building = leisure_palace_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } leisure_palace_03 = { construction_time = slow_construction_time effect_desc = leisure_palace_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_cranes } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost character_modifier = { monthly_prestige_gain_mult = 0.15 stress_loss_mult = 0.35 owned_hostile_scheme_success_chance_add = 25 owned_personal_scheme_success_chance_add = 25 } duchy_capital_county_modifier = { monthly_county_control_growth_factor = 0.6 monthly_county_control_growth_add = 0.4 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } royal_forest_01 = { construction_time = slow_construction_time effect_desc = royal_reserves_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no NOR = { terrain = steppe terrain = desert terrain = oasis terrain = desert_mountains terrain = mountains terrain = wetlands } } can_construct_showing_failures_only = { culture = { has_innovation = innovation_manorialism } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost duchy_capital_county_modifier = { county_opinion_add = 5 development_growth_factor = 0.1 } province_modifier = { monthly_income = good_building_tax_tier_2 } next_building = royal_forest_02 type_icon = "icon_building_royal_forest.dds" type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } } royal_forest_02 = { construction_time = slow_construction_time effect_desc = royal_reserves_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_windmills } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_4_cost duchy_capital_county_modifier = { county_opinion_add = 10 development_growth_factor = 0.2 } province_modifier = { monthly_income = good_building_tax_tier_3 } next_building = royal_forest_03 type = duchy_capital ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } royal_forest_03 = { construction_time = slow_construction_time effect_desc = royal_reserves_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } building_requirement_tribal = no } can_construct_showing_failures_only = { culture = { has_innovation = innovation_cranes } } is_enabled = { county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_5_cost duchy_capital_county_modifier = { county_opinion_add = 15 development_growth_factor = 0.3 } province_modifier = { monthly_income = good_building_tax_tier_4 } type = duchy_capital flag = fully_upgraded_duchy_capital_building ai_value = { base = 20 modifier = { factor = 2 scope:holder.capital_province = this } } } ########## # Megalith ########## pyramids_02 = { construction_time = very_slow_construction_time type_icon = "icon_buildings_pyramids.dds" can_construct_potential = { building_requirement_tribal = no building_requirement_castle_city_church = { LEVEL = 01 } scope:holder = { faith = { has_doctrine_parameter = can_build_pyramids } } } cost_gold = 2000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 short_reign_duration_mult = -0.2 monthly_piety_gain_mult = 0.1 } county_modifier = { development_growth = 0.2 } province_modifier = { monthly_income = good_building_tax_tier_2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } type = duchy_capital flag = travel_point_of_interest_wonder } great_megalith_01 = { construction_time = very_slow_construction_time type_icon = "icon_megalith.dds" can_construct_potential = { building_requirement_tribal = no building_requirement_castle_city_church = { LEVEL = 01 } scope:holder = { faith = { has_doctrine_parameter = can_build_megaliths } } } is_enabled = { custom_tooltip = { text = province_is_of_a_megalith_faith_tt county.faith = { has_doctrine_parameter = can_build_megaliths } } county.holder = { has_title = prev.duchy } } show_disabled = yes cost_gold = expensive_building_tier_3_cost character_modifier = { monthly_learning_lifestyle_xp_gain_mult = 0.1 monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 naval_movement_speed_mult = 0.1 } duchy_capital_county_modifier = { county_opinion_add = 10 development_growth_factor = 0.15 } province_modifier = { monthly_income = good_building_tax_tier_3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } modifier = { # Less likely when the AI should build regular buildings first factor = 0.1 scope:holder = { ai_should_focus_on_building_in_their_capital = yes } } } type = duchy_capital flag = fully_upgraded_duchy_capital_building }