@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds" @holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds" # Tribal Hold tribe_01 = { construction_time = slow_construction_time asset = { type = pdxmesh names = { building_western_tribal_01_a_mesh } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_mena_tribal_01_a_mesh" } graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_steppe_tribal_01_a_mesh" } graphical_cultures = { steppe_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_india_tribal_01_a_mesh" } graphical_cultures = { indian_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_african_tribal_01_a_mesh" } graphical_cultures = { african_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "fp1_building_norse_tribal_mesh" } requires_dlc_flag = the_northern_lords graphical_cultures = { norse_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } is_enabled = { building_requirement_tribal = yes } can_construct_potential = { always = no #Tribes are set at game start. } cost_prestige = expensive_building_tier_3_cost cost_gold = expensive_building_tier_1_cost next_building = tribe_02 levy = normal_building_levy_tier_3 max_garrison = good_building_max_garrison_tier_1 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 province_modifier = { monthly_income = poor_building_tax_tier_1 fort_level = 1 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } province_terrain_modifier = { parameter = tribal_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 2 } province_culture_modifier = { parameter = tribal_holding_stationed_bonus stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } next_building = tribe_02 type_icon = "icon_building_longhouses.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes } } tribe_02 = { construction_time = slow_construction_time asset = { type = pdxmesh names = { building_western_tribal_01_a_mesh } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_mena_tribal_01_a_mesh" } graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_steppe_tribal_01_a_mesh" } graphical_cultures = { steppe_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_india_tribal_01_a_mesh" } graphical_cultures = { indian_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_african_tribal_01_a_mesh" } graphical_cultures = { african_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "fp1_building_norse_tribal_mesh" } requires_dlc_flag = the_northern_lords graphical_cultures = { norse_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } is_enabled = { building_requirement_tribal = yes } can_construct_potential = { } can_construct_showing_failures_only = { scope:holder = { culture = { has_innovation = innovation_plenary_assemblies } } } cost_prestige = expensive_building_tier_3_cost cost_gold = expensive_building_tier_1_cost levy = normal_building_levy_tier_5 max_garrison = good_building_max_garrison_tier_2 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 province_modifier = { monthly_income = poor_building_tax_tier_3 fort_level = 2 stationed_maa_damage_mult = normal_maa_damage_tier_4 stationed_maa_toughness_mult = normal_maa_toughness_tier_4 } province_terrain_modifier = { parameter = tribal_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 3 } province_culture_modifier = { parameter = tribal_holding_stationed_bonus stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } ai_value = { base = 1 } } longhouses_01 = { construction_time = slow_construction_time effect_desc = longhouses_effect_desc is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 } cost_prestige = expensive_building_tier_1_cost cost_gold = tribal_building_tier_1_cost levy = normal_building_levy_tier_1 character_modifier = { monthly_prestige = 0.25 } county_modifier = { monthly_county_control_growth_add = 0.2 } next_building = longhouses_02 type_icon = "icon_building_longhouses.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_military_modifier = yes } } longhouses_02 = { construction_time = slow_construction_time effect_desc = longhouses_effect_desc is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 } can_construct_showing_failures_only = { scope:holder = { culture = { has_innovation = innovation_barracks } } } cost_prestige = expensive_building_tier_2_cost cost_gold = tribal_building_tier_2_cost levy = normal_building_levy_tier_2 character_modifier = { monthly_prestige = 0.5 } county_modifier = { monthly_county_control_growth_add = 0.4 } ai_value = { base = 1 directive_to_build_military_modifier = yes } } # War Camps war_camps_01 = { construction_time = slow_construction_time effect_desc = tournament_cost_effect_desc is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 } cost_prestige = expensive_building_tier_1_cost cost_gold = tribal_building_tier_1_cost levy = excellent_building_levy_tier_1 character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.1 } province_modifier = { stationed_skirmishers_damage_mult = high_maa_damage_tier_1 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1 stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1 stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1 stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1 } next_building = war_camps_02 type_icon = "icon_building_warcamps.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_military_modifier = yes } } war_camps_02 = { construction_time = slow_construction_time effect_desc = tournament_cost_effect_desc is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 } can_construct_showing_failures_only = { scope:holder = { culture = { has_innovation = innovation_barracks } } } cost_prestige = expensive_building_tier_2_cost cost_gold = tribal_building_tier_2_cost levy = excellent_building_levy_tier_2 character_modifier = { knight_limit = 2 knight_effectiveness_mult = 0.2 } province_modifier = { stationed_skirmishers_damage_mult = high_maa_damage_tier_2 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2 stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2 stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2 stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2 } character_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus men_at_arms_limit = 1 } ai_value = { base = 1 directive_to_build_military_modifier = yes } } # Palisades palisades_01 = { construction_time = standard_construction_time is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 } cost_prestige = expensive_building_tier_1_cost cost_gold = tribal_building_tier_1_cost levy = normal_building_levy_tier_1 max_garrison = normal_building_max_garrison_tier_1 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_1 fort_level = normal_building_fort_level_tier_1 } province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_1 stationed_archers_toughness_mult = normal_maa_toughness_tier_1 stationed_pikemen_damage_mult = high_maa_damage_tier_1 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 } next_building = palisades_02 type_icon = "icon_building_palisades.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_military_modifier = yes } } palisades_02 = { construction_time = standard_construction_time is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 } can_construct_showing_failures_only = { scope:holder = { culture = { has_innovation = innovation_motte } } } cost_prestige = expensive_building_tier_2_cost cost_gold = tribal_building_tier_2_cost levy = normal_building_levy_tier_2 max_garrison = normal_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_2 fort_level = normal_building_fort_level_tier_2 } province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_2 stationed_archers_toughness_mult = normal_maa_toughness_tier_2 stationed_pikemen_damage_mult = high_maa_damage_tier_2 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 } ai_value = { base = 1 directive_to_build_military_modifier = yes } } # Market Villages market_villages_01 = { construction_time = quick_construction_time is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 } cost_prestige = expensive_building_tier_1_cost cost_gold = tribal_building_tier_1_cost province_modifier = { monthly_income = poor_building_tax_tier_2 supply_limit = 500 } next_building = market_villages_02 type_icon = "icon_building_market_villages.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_economy_modifier = yes } } market_villages_02 = { construction_time = quick_construction_time is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 } can_construct_showing_failures_only = { scope:holder = { culture = { has_innovation = innovation_city_planning } } } cost_prestige = expensive_building_tier_2_cost cost_gold = tribal_building_tier_2_cost province_modifier = { monthly_income = poor_building_tax_tier_4 supply_limit = 1000 } ai_value = { base = 1 directive_to_build_economy_modifier = yes } }