############################### # Standard Military Buildings # ############################### # Regimental Grounds - High Levy, All MaA, High MaA Maintenance # - Farmland, Floodplain # Barracks - Normal Levy, Heavy Infantry, Pikemen # - Farmland, Plain, Dryland, Floodplain # Warrior Lodges - Poor Levy, Heavy Infantry, Pikemen, Skirmishers, Flat Stationed MaA Pursuit # - Certain Regions: Mountains, Desert Mountains, Hills (certain regions) # Hillside Grazing - Poor Levy, Heavy Cavalry, Light Cavalry, Horse Archers # - Certain Regions: Mountains, Desert Mountains, Hills (certain regions) # Outposts - Poor Levy, Super Poor Tax, Defensive Advantage, Raid Time, Skirmishers, Archers # - Forest, Taiga, Jungle, Wetland # Camel Farms - Poor Levy, Super Poor Tax, Camel Cavalry, Light Cavalry # - Camelry Region: Desert, Floodplain, Oasis, Dryland # Horse Pastures - Low Levy, Low tax, Horse Archers, Light Cavalry, Flat Stationed MaA Screen # - Eastern Steppe Region/Steppe Terrain # Blacksmiths - Normal Stationed MaA bonuses, Holding Taxes %, Levy Reinforcement, Low Knight Effectiveness # Stables - Low Levy, Light Cavalry, Heavy Cavalry # Militia Camps - Normal Levy, Archers, Skirmishers # Workshops - Late Game Building - Normal Tax, Siege Weapons, Recruitment Cost for Archers/Skirmishers, Maintenance for Archers/Skirmishers # Wind Furnaces - Good Tax, Good Stationed MaA bonuses, high Knight Effectiveness # - Wootz Steel Innovation ### wind_furnace wind_furnace_01 = { construction_time = standard_construction_time can_construct_potential = { building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_1_cost province_modifier = { stationed_maa_damage_mult = high_maa_damage_tier_1 stationed_maa_toughness_mult = high_maa_toughness_tier_1 monthly_income = good_building_tax_tier_1 } character_modifier = { #knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_1 } next_building = wind_furnace_02 type_icon = "icon_building_wind_furnaces.dds" ai_value = { base = 100 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { factor = 0 has_holding_type = city_holding } modifier = { factor = 0 has_holding_type = church_holding } } } wind_furnace_02 = { construction_time = standard_construction_time can_construct_potential = { building_wind_furnace_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_barracks } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost province_modifier = { stationed_maa_damage_mult = high_maa_damage_tier_2 stationed_maa_toughness_mult = high_maa_toughness_tier_2 monthly_income = good_building_tax_tier_2 } character_modifier = { #knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_2 } next_building = wind_furnace_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } wind_furnace_03 = { construction_time = standard_construction_time can_construct_potential = { building_wind_furnace_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost province_modifier = { stationed_maa_damage_mult = high_maa_damage_tier_3 stationed_maa_toughness_mult = high_maa_toughness_tier_3 monthly_income = good_building_tax_tier_3 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_3 } next_building = wind_furnace_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } wind_furnace_04 = { construction_time = standard_construction_time effect_desc = windfurnaces_effects_desc can_construct_potential = { building_wind_furnace_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost province_modifier = { stationed_maa_damage_mult = high_maa_damage_tier_4 stationed_maa_toughness_mult = high_maa_toughness_tier_4 monthly_income = good_building_tax_tier_4 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_4 } next_building = wind_furnace_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } wind_furnace_05 = { construction_time = standard_construction_time effect_desc = windfurnaces_effects_desc can_construct_potential = { building_wind_furnace_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost province_modifier = { stationed_maa_damage_mult = high_maa_damage_tier_5 stationed_maa_toughness_mult = high_maa_toughness_tier_5 monthly_income = good_building_tax_tier_5 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_5 } next_building = wind_furnace_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } wind_furnace_06 = { construction_time = standard_construction_time effect_desc = windfurnaces_effects_desc can_construct_potential = { building_wind_furnace_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost province_modifier = { stationed_maa_damage_mult = high_maa_damage_tier_6 stationed_maa_toughness_mult = high_maa_toughness_tier_6 monthly_income = good_building_tax_tier_6 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_6 } next_building = wind_furnace_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } wind_furnace_07 = { construction_time = standard_construction_time effect_desc = windfurnaces_effects_desc can_construct_potential = { building_wind_furnace_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost province_modifier = { stationed_maa_damage_mult = high_maa_damage_tier_7 stationed_maa_toughness_mult = high_maa_toughness_tier_7 monthly_income = good_building_tax_tier_7 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_7 } next_building = wind_furnace_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } wind_furnace_08 = { construction_time = standard_construction_time effect_desc = windfurnaces_effects_desc can_construct_potential = { building_wind_furnace_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost province_modifier = { stationed_maa_damage_mult = high_maa_damage_tier_8 stationed_maa_toughness_mult = high_maa_toughness_tier_8 monthly_income = good_building_tax_tier_8 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_8 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### workshops workshops_01 = { construction_time = slow_construction_time can_construct_potential = { building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_advanced_bowmaking } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_1_cost province_modifier = { monthly_income = normal_building_tax_tier_1 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 stationed_maa_siege_value_add = 0.05 } character_modifier = { skirmishers_maintenance_mult = good_building_maa_maintenance_tier_1 archers_maintenance_mult = good_building_maa_maintenance_tier_1 } next_building = workshops_02 type_icon = "icon_building_workshops.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } } } workshops_02 = { construction_time = slow_construction_time can_construct_potential = { building_workshops_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_advanced_bowmaking } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_2_cost province_modifier = { monthly_income = normal_building_tax_tier_2 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 stationed_maa_siege_value_add = 0.1 } character_modifier = { skirmishers_maintenance_mult = good_building_maa_maintenance_tier_2 archers_maintenance_mult = good_building_maa_maintenance_tier_2 } next_building = workshops_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } workshops_03 = { construction_time = slow_construction_time can_construct_potential = { building_workshops_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_advanced_bowmaking } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_3_cost province_modifier = { monthly_income = normal_building_tax_tier_3 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_3 stationed_archers_damage_mult = high_maa_damage_tier_1 stationed_skirmishers_damage_mult = high_maa_damage_tier_1 stationed_maa_siege_value_add = 0.15 } character_modifier = { skirmishers_maintenance_mult = good_building_maa_maintenance_tier_3 archers_maintenance_mult = good_building_maa_maintenance_tier_3 } next_building = workshops_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } workshops_04 = { construction_time = slow_construction_time can_construct_potential = { building_workshops_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_advanced_bowmaking } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_4_cost province_modifier = { monthly_income = normal_building_tax_tier_4 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4 stationed_archers_damage_mult = high_maa_damage_tier_2 stationed_skirmishers_damage_mult = high_maa_damage_tier_2 stationed_maa_siege_value_add = 0.2 } character_modifier = { skirmishers_maintenance_mult = good_building_maa_maintenance_tier_4 archers_maintenance_mult = good_building_maa_maintenance_tier_4 } next_building = workshops_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } workshops_05 = { construction_time = slow_construction_time can_construct_potential = { building_workshops_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_advanced_bowmaking } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_5_cost province_modifier = { monthly_income = normal_building_tax_tier_5 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_5 stationed_archers_damage_mult = high_maa_damage_tier_3 stationed_skirmishers_damage_mult = high_maa_damage_tier_3 stationed_maa_siege_value_add = 0.25 } character_modifier = { skirmishers_maintenance_mult = good_building_maa_maintenance_tier_5 archers_maintenance_mult = good_building_maa_maintenance_tier_5 cultural_head_fascination_mult = 0.05 } next_building = workshops_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } workshops_06 = { construction_time = slow_construction_time can_construct_potential = { building_workshops_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_6_cost province_modifier = { monthly_income = normal_building_tax_tier_6 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_6 stationed_archers_damage_mult = high_maa_damage_tier_4 stationed_skirmishers_damage_mult = high_maa_damage_tier_4 stationed_maa_siege_value_add = 0.3 } character_modifier = { skirmishers_maintenance_mult = good_building_maa_maintenance_tier_6 archers_maintenance_mult = good_building_maa_maintenance_tier_6 cultural_head_fascination_mult = 0.10 } next_building = workshops_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } workshops_07 = { construction_time = slow_construction_time can_construct_potential = { building_workshops_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_7_cost province_modifier = { monthly_income = normal_building_tax_tier_7 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_7 stationed_archers_damage_mult = high_maa_damage_tier_5 stationed_skirmishers_damage_mult = high_maa_damage_tier_5 stationed_maa_siege_value_add = 0.35 } character_modifier = { skirmishers_maintenance_mult = good_building_maa_maintenance_tier_7 archers_maintenance_mult = good_building_maa_maintenance_tier_7 cultural_head_fascination_mult = 0.15 } next_building = workshops_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } workshops_08 = { construction_time = slow_construction_time can_construct_potential = { building_workshops_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_8_cost province_modifier = { monthly_income = normal_building_tax_tier_8 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_8 stationed_archers_damage_mult = high_maa_damage_tier_6 stationed_skirmishers_damage_mult = high_maa_damage_tier_6 stationed_maa_siege_value_add = 0.4 } character_modifier = { skirmishers_maintenance_mult = good_building_maa_maintenance_tier_8 archers_maintenance_mult = good_building_maa_maintenance_tier_8 cultural_head_fascination_mult = 0.20 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### horse_pastures horse_pastures_01 = { construction_time = quick_construction_time can_construct_potential = { building_horse_pastures_requirement_terrain = yes } can_construct_showing_failures_only = { } cost_gold = cheap_building_tier_1_cost levy = small_building_levy_tier_1 character_modifier = { movement_speed = high_movement_speed_tier_1 movement_speed_land_raiding = high_movement_speed_tier_1 } province_modifier = { stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_1 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_1 stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_1 stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_1 } next_building = horse_pastures_02 type_icon = "icon_building_horse_pastures.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes ai_stacking_bonus_camel_farms_modifier = yes ai_stacking_bonus_hillside_grazing_modifier = yes ai_stacking_bonus_stables_modifier = yes ai_anti_synergy_armored_infantry_modifier = yes ai_anti_synergy_light_infantry_modifier = yes ai_archer_cavalry_modifier = yes ai_light_cavalry_modifier = yes modifier = { factor = 0 building_regimental_grounds_requirement_terrain = yes NOT = { has_building_or_higher = regimental_grounds_01 } } modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } modifier = { add = -9 has_building_or_higher = city_01 } modifier = { add = -9 scope:holder = { OR = { AND = { government_has_flag = government_is_theocracy highest_held_title_tier <= tier_barony } is_theocratic_lessee = yes } } } } } horse_pastures_02 = { construction_time = quick_construction_time can_construct_potential = { building_horse_pastures_requirement_terrain = yes scope:holder.culture = { has_innovation = innovation_barracks } } can_construct_showing_failures_only = { } cost_gold = cheap_building_tier_2_cost levy = small_building_levy_tier_2 character_modifier = { movement_speed = high_movement_speed_tier_2 movement_speed_land_raiding = high_movement_speed_tier_2 } province_modifier = { stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_2 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_2 stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_2 stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_2 } next_building = horse_pastures_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } horse_pastures_03 = { construction_time = quick_construction_time can_construct_potential = { building_horse_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost levy = small_building_levy_tier_3 character_modifier = { movement_speed = high_movement_speed_tier_3 movement_speed_land_raiding = high_movement_speed_tier_3 } province_modifier = { stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_3 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_3 stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_3 stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_3 } next_building = horse_pastures_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } horse_pastures_04 = { construction_time = quick_construction_time can_construct_potential = { building_horse_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost levy = small_building_levy_tier_4 character_modifier = { movement_speed = high_movement_speed_tier_4 movement_speed_land_raiding = high_movement_speed_tier_4 } province_modifier = { stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_4 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_4 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_4 stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_4 stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_4 } next_building = horse_pastures_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } horse_pastures_05 = { construction_time = quick_construction_time can_construct_potential = { building_horse_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost levy = small_building_levy_tier_5 character_modifier = { movement_speed = high_movement_speed_tier_5 movement_speed_land_raiding = high_movement_speed_tier_5 } province_modifier = { stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_5 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_5 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_5 stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_5 stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_5 } next_building = horse_pastures_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } horse_pastures_06 = { construction_time = quick_construction_time can_construct_potential = { building_horse_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost levy = small_building_levy_tier_6 character_modifier = { movement_speed = high_movement_speed_tier_6 movement_speed_land_raiding = high_movement_speed_tier_6 } province_modifier = { stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_6 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_6 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_6 stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_6 stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_6 } next_building = horse_pastures_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } horse_pastures_07 = { construction_time = quick_construction_time can_construct_potential = { building_horse_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost levy = small_building_levy_tier_7 character_modifier = { movement_speed = high_movement_speed_tier_7 movement_speed_land_raiding = high_movement_speed_tier_7 } province_modifier = { stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_7 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_7 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_7 stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_7 stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_7 } next_building = horse_pastures_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } horse_pastures_08 = { construction_time = quick_construction_time can_construct_potential = { building_horse_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost levy = small_building_levy_tier_8 character_modifier = { movement_speed = high_movement_speed_tier_8 movement_speed_land_raiding = high_movement_speed_tier_8 } province_modifier = { stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_8 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_8 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_8 stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_8 stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_8 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### hillside_grazing hillside_grazing_01 = { construction_time = quick_construction_time can_construct_potential = { building_hillside_grazing_requirement_terrain = yes } can_construct_showing_failures_only = { } cost_gold = cheap_building_tier_1_cost levy = small_building_levy_tier_1 province_modifier = { stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1 stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_1 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_1 monthly_income = super_poor_building_tax_tier_1 } next_building = hillside_grazing_02 type_icon = "icon_building_hillside_grazing.dds" ai_value = { base = 11 # Little nudge ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes ai_stacking_bonus_camel_farms_modifier = yes ai_stacking_bonus_horse_pastures_modifier = yes ai_stacking_bonus_stables_modifier = yes ai_archer_cavalry_modifier = yes ai_light_cavalry_modifier = yes ai_heavy_cavalry_modifier = yes modifier = { factor = 0 building_regimental_grounds_requirement_terrain = yes NOT = { has_building_or_higher = regimental_grounds_01 } } modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } modifier = { add = -10 has_building_or_higher = city_01 } } } hillside_grazing_02 = { construction_time = quick_construction_time can_construct_potential = { building_hillside_grazing_requirement_terrain = yes scope:holder.culture = { has_innovation = innovation_barracks } } can_construct_showing_failures_only = { } cost_gold = cheap_building_tier_2_cost levy = small_building_levy_tier_2 province_modifier = { stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_1 stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_2 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_2 monthly_income = super_poor_building_tax_tier_2 } next_building = hillside_grazing_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } hillside_grazing_03 = { construction_time = quick_construction_time can_construct_potential = { building_hillside_grazing_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost levy = small_building_levy_tier_3 province_modifier = { stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_2 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_2 stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_3 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_3 monthly_income = super_poor_building_tax_tier_3 stationed_maa_screen_add = 4 } next_building = hillside_grazing_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } hillside_grazing_04 = { construction_time = quick_construction_time can_construct_potential = { building_hillside_grazing_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost levy = small_building_levy_tier_4 province_modifier = { stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_3 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_3 stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_4 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_4 monthly_income = super_poor_building_tax_tier_4 stationed_maa_screen_add = 6 } next_building = hillside_grazing_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } hillside_grazing_05 = { construction_time = quick_construction_time can_construct_potential = { building_hillside_grazing_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost levy = small_building_levy_tier_5 province_modifier = { stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_4 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_4 stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_5 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_4 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_5 monthly_income = super_poor_building_tax_tier_5 stationed_maa_screen_add = 8 } next_building = hillside_grazing_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } hillside_grazing_06 = { construction_time = quick_construction_time can_construct_potential = { building_hillside_grazing_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost levy = small_building_levy_tier_6 province_modifier = { stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_5 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_5 stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_6 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_5 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_6 monthly_income = super_poor_building_tax_tier_6 stationed_maa_screen_add = 12 } next_building = hillside_grazing_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } hillside_grazing_07 = { construction_time = quick_construction_time can_construct_potential = { building_hillside_grazing_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost levy = small_building_levy_tier_7 province_modifier = { stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_6 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_6 stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_7 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_6 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_7 monthly_income = super_poor_building_tax_tier_7 stationed_maa_screen_add = 16 } next_building = hillside_grazing_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } hillside_grazing_08 = { construction_time = quick_construction_time can_construct_potential = { building_hillside_grazing_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost levy = small_building_levy_tier_8 province_modifier = { stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_7 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8 stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_7 stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_8 stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_7 stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_8 monthly_income = super_poor_building_tax_tier_8 stationed_maa_screen_add = 20 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### warrior_lodges warrior_lodges_01 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_civil_cost_low_discount_effect_toto_desc } } can_construct_potential = { building_warrior_lodges_requirement_terrain = yes } can_construct_showing_failures_only = { } cost_gold = cheap_building_tier_1_cost levy = normal_building_levy_tier_1 province_modifier = { stationed_skirmishers_damage_mult = normal_maa_damage_tier_1 stationed_pikemen_damage_mult = normal_maa_damage_tier_1 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1 travel_danger = -1 } next_building = warrior_lodges_02 type_icon = "icon_building_warrior_lodges.dds" ai_value = { base = 11 # Little nudge ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes ai_stacking_bonus_military_camps_modifier = yes ai_stacking_bonus_smiths_modifier = yes ai_stacking_bonus_wind_furnaces_modifier = yes ai_stacking_bonus_outposts_modifier = yes ai_skirmisher_modifier = yes ai_pikemen_modifier = yes ai_heavy_infantry_modifier = yes modifier = { factor = 0 building_regimental_grounds_requirement_terrain = yes NOT = { has_building_or_higher = regimental_grounds_01 } } modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } modifier = { add = -10 has_building_or_higher = city_01 } modifier = { add = -10 scope:holder = { OR = { AND = { government_has_flag = government_is_theocracy highest_held_title_tier <= tier_barony } is_theocratic_lessee = yes } } } } } warrior_lodges_02 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_civil_cost_low_discount_effect_toto_desc } } can_construct_potential = { building_warrior_lodges_requirement_terrain = yes scope:holder.culture = { has_innovation = innovation_barracks } } can_construct_showing_failures_only = { } cost_gold = cheap_building_tier_2_cost levy = normal_building_levy_tier_2 province_modifier = { stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1 stationed_skirmishers_damage_mult = normal_maa_damage_tier_2 stationed_pikemen_toughness_mult = low_maa_toughness_tier_1 stationed_pikemen_damage_mult = normal_maa_damage_tier_2 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_1 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2 travel_danger = -2 } next_building = warrior_lodges_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } warrior_lodges_03 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_civil_cost_low_discount_effect_toto_desc } } can_construct_potential = { building_warrior_lodges_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost levy = normal_building_levy_tier_3 province_modifier = { stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2 stationed_skirmishers_damage_mult = normal_maa_damage_tier_3 stationed_pikemen_toughness_mult = low_maa_toughness_tier_2 stationed_pikemen_damage_mult = normal_maa_damage_tier_3 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_2 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3 stationed_maa_pursuit_add = 4 travel_danger = -3 } next_building = warrior_lodges_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } warrior_lodges_04 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_civil_cost_low_discount_effect_toto_desc } } can_construct_potential = { building_warrior_lodges_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost levy = normal_building_levy_tier_4 province_modifier = { stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3 stationed_skirmishers_damage_mult = normal_maa_damage_tier_4 stationed_pikemen_toughness_mult = low_maa_toughness_tier_3 stationed_pikemen_damage_mult = normal_maa_damage_tier_4 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_3 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_4 stationed_maa_pursuit_add = 6 travel_danger = -4 } next_building = warrior_lodges_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } warrior_lodges_05 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_civil_cost_low_discount_effect_toto_desc } } can_construct_potential = { building_warrior_lodges_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost levy = normal_building_levy_tier_5 province_modifier = { stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4 stationed_skirmishers_damage_mult = normal_maa_damage_tier_5 stationed_pikemen_toughness_mult = low_maa_toughness_tier_4 stationed_pikemen_damage_mult = normal_maa_damage_tier_5 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_4 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_5 stationed_maa_pursuit_add = 8 travel_danger = -5 } next_building = warrior_lodges_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } warrior_lodges_06 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_civil_cost_low_discount_effect_toto_desc } } can_construct_potential = { building_warrior_lodges_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost levy = normal_building_levy_tier_6 province_modifier = { stationed_skirmishers_toughness_mult = low_maa_toughness_tier_5 stationed_skirmishers_damage_mult = normal_maa_damage_tier_6 stationed_pikemen_toughness_mult = low_maa_toughness_tier_5 stationed_pikemen_damage_mult = normal_maa_damage_tier_6 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_5 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_6 stationed_maa_pursuit_add = 12 travel_danger = -6 } next_building = warrior_lodges_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } warrior_lodges_07 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_civil_cost_low_discount_effect_toto_desc } } can_construct_potential = { building_warrior_lodges_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost levy = normal_building_levy_tier_7 province_modifier = { stationed_skirmishers_toughness_mult = low_maa_toughness_tier_6 stationed_skirmishers_damage_mult = normal_maa_damage_tier_7 stationed_pikemen_toughness_mult = low_maa_toughness_tier_6 stationed_pikemen_damage_mult = normal_maa_damage_tier_7 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_6 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_7 stationed_maa_pursuit_add = 16 travel_danger = -7 } next_building = warrior_lodges_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } warrior_lodges_08 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_civil_cost_low_discount_effect_toto_desc } } can_construct_potential = { building_warrior_lodges_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost levy = normal_building_levy_tier_8 province_modifier = { stationed_skirmishers_toughness_mult = low_maa_toughness_tier_7 stationed_skirmishers_damage_mult = normal_maa_damage_tier_8 stationed_pikemen_toughness_mult = low_maa_toughness_tier_7 stationed_pikemen_damage_mult = normal_maa_damage_tier_8 stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_7 stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_8 stationed_maa_pursuit_add = 20 travel_danger = -8 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### military_camps military_camps_01 = { construction_time = quick_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_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_1_cost levy = normal_building_levy_tier_1 province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_1 stationed_skirmishers_damage_mult = high_maa_damage_tier_1 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_1 travel_danger = -1 } next_building = military_camps_02 type_icon = "icon_building_military_camps.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes ai_stacking_bonus_warrior_lodges_modifier = yes ai_stacking_bonus_outposts_modifier = yes ai_anti_synergy_armored_infantry_modifier = yes ai_anti_synergy_cavalry_modifier = yes ai_anti_synergy_light_infantry_modifier = yes ai_skirmisher_modifier = yes ai_archer_modifier = yes modifier = { add = non_stationed_maa_bonus has_stationed_regiment = yes NOR = { has_stationed_regiment_of_base_type = skirmishers has_stationed_regiment_of_base_type = archers } } modifier = { factor = 0 building_regimental_grounds_requirement_terrain = yes NOT = { has_building_or_higher = regimental_grounds_01 } } modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } modifier = { factor = 0 building_horse_pastures_requirement_terrain = yes NOT = { has_building_or_higher = horse_pastures_01 } } modifier = { factor = 0 building_hillside_grazing_requirement_terrain = yes NOT = { has_building_or_higher = hillside_grazing_01 } } modifier = { factor = 0 building_warrior_lodges_requirement_terrain = yes NOT = { has_building_or_higher = warrior_lodges_01 } } modifier = { add = -9 has_building_or_higher = city_01 } modifier = { add = -3 OR = { exists = barony.lessee scope:holder = { highest_held_title_tier <= tier_barony } } } modifier = { add = -10 scope:holder = { OR = { AND = { government_has_flag = government_is_theocracy highest_held_title_tier <= tier_barony } is_theocratic_lessee = yes } } } } } military_camps_02 = { construction_time = quick_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_military_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_military_camps } } } scope:holder.culture = { has_innovation = innovation_barracks } } trigger_else = { culture = { has_cultural_parameter = next_level_military_camps } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost levy = normal_building_levy_tier_2 province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_2 stationed_skirmishers_damage_mult = high_maa_damage_tier_2 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_2 travel_danger = -2 } next_building = military_camps_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } military_camps_03 = { construction_time = quick_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_military_camps_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_military_camps } } } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_cultural_parameter = next_level_military_camps } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost levy = normal_building_levy_tier_3 province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_3 stationed_skirmishers_damage_mult = high_maa_damage_tier_3 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_3 stationed_skirmishers_screen_mult = normal_maa_screen_tier_1 stationed_archers_toughness_mult = normal_maa_toughness_tier_1 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 travel_danger = -3 } next_building = military_camps_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } military_camps_04 = { construction_time = quick_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_military_camps_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_military_camps } } } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_cultural_parameter = next_level_military_camps } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost levy = normal_building_levy_tier_4 county_modifier = { supply_limit = 200 monthly_county_control_growth_factor = 0.05 } province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_4 stationed_skirmishers_damage_mult = high_maa_damage_tier_4 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_4 stationed_skirmishers_screen_mult = normal_maa_screen_tier_2 stationed_archers_toughness_mult = normal_maa_toughness_tier_2 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 travel_danger = -4 } next_building = military_camps_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } military_camps_05 = { construction_time = quick_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_military_camps_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_military_camps } } } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_cultural_parameter = next_level_military_camps } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost levy = normal_building_levy_tier_5 character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_5 } county_modifier = { supply_limit = 400 monthly_county_control_growth_factor = 0.1 } province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_5 stationed_skirmishers_damage_mult = high_maa_damage_tier_5 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_5 stationed_skirmishers_screen_mult = normal_maa_screen_tier_3 stationed_archers_toughness_mult = normal_maa_toughness_tier_3 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3 travel_danger = -5 } next_building = military_camps_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } military_camps_06 = { construction_time = quick_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_military_camps_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_military_camps } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_cultural_parameter = next_level_military_camps } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost levy = normal_building_levy_tier_6 character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_6 } county_modifier = { supply_limit = 600 monthly_county_control_growth_factor = 0.15 } province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_6 stationed_skirmishers_damage_mult = high_maa_damage_tier_6 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_6 stationed_skirmishers_screen_mult = normal_maa_screen_tier_4 stationed_archers_toughness_mult = normal_maa_toughness_tier_4 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4 travel_danger = -6 } next_building = military_camps_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } military_camps_07 = { construction_time = quick_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_military_camps_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_military_camps } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_cultural_parameter = next_level_military_camps } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost levy = normal_building_levy_tier_7 character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_7 } county_modifier = { supply_limit = 800 monthly_county_control_growth_factor = 0.20 } province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_7 stationed_skirmishers_damage_mult = high_maa_damage_tier_7 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_7 stationed_skirmishers_screen_mult = normal_maa_screen_tier_5 stationed_archers_toughness_mult = normal_maa_toughness_tier_5 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5 travel_danger = -7 } next_building = military_camps_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } military_camps_08 = { construction_time = quick_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_military_camps_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_military_camps } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_cultural_parameter = next_level_military_camps } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost levy = normal_building_levy_tier_8 character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_8 } county_modifier = { supply_limit = 1000 monthly_county_control_growth_factor = 0.25 } province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_8 stationed_skirmishers_damage_mult = high_maa_damage_tier_8 stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_8 stationed_skirmishers_screen_mult = normal_maa_screen_tier_6 stationed_archers_toughness_mult = normal_maa_toughness_tier_6 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6 travel_danger = -8 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### regimental_grounds regimental_grounds_01 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_wrestling_cost_discount_effect_toto_desc } } can_construct_potential = { building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_1_cost levy = excellent_building_levy_tier_1 character_modifier = { men_at_arms_maintenance = good_building_maa_maintenance_tier_1 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 travel_danger = -1 } county_modifier = { levy_reinforcement_rate = high_levy_reinforcement_rate_tier_1 } next_building = regimental_grounds_02 type_icon = "icon_building_regimental_grounds.dds" ai_value = { base = 13 # One of the best buildings, a slight nudge ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { add = -99 has_building_or_higher = city_01 } modifier = { add = -10 scope:holder = { OR = { AND = { government_has_flag = government_is_theocracy highest_held_title_tier <= tier_barony } is_theocratic_lessee = yes } } } } } regimental_grounds_02 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_wrestling_cost_discount_effect_toto_desc } } can_construct_potential = { building_regimental_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_barracks } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_2_cost levy = excellent_building_levy_tier_2 character_modifier = { men_at_arms_maintenance = good_building_maa_maintenance_tier_2 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 travel_danger = -2 } county_modifier = { levy_reinforcement_rate = high_levy_reinforcement_rate_tier_2 monthly_county_control_growth_factor = 0.05 } next_building = regimental_grounds_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } regimental_grounds_03 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_wrestling_cost_discount_effect_toto_desc } } can_construct_potential = { building_regimental_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_3_cost levy = excellent_building_levy_tier_3 character_modifier = { men_at_arms_maintenance = good_building_maa_maintenance_tier_3 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_3 stationed_maa_toughness_mult = normal_maa_toughness_tier_3 travel_danger = -3 } county_modifier = { levy_reinforcement_rate = high_levy_reinforcement_rate_tier_3 monthly_county_control_growth_factor = 0.05 } next_building = regimental_grounds_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } regimental_grounds_04 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_wrestling_cost_discount_effect_toto_desc } } can_construct_potential = { building_regimental_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_4_cost levy = excellent_building_levy_tier_4 character_modifier = { men_at_arms_maintenance = good_building_maa_maintenance_tier_4 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_4 stationed_maa_toughness_mult = normal_maa_toughness_tier_4 travel_danger = -4 } county_modifier = { levy_reinforcement_rate = high_levy_reinforcement_rate_tier_4 monthly_county_control_growth_factor = 0.05 levy_size = 0.02 } next_building = regimental_grounds_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } regimental_grounds_05 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_wrestling_cost_discount_effect_toto_desc } } can_construct_potential = { building_regimental_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_5_cost levy = excellent_building_levy_tier_5 character_modifier = { men_at_arms_maintenance = good_building_maa_maintenance_tier_5 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_5 stationed_maa_toughness_mult = normal_maa_toughness_tier_5 supply_limit = 1000 travel_danger = -5 } county_modifier = { levy_reinforcement_rate = high_levy_reinforcement_rate_tier_5 monthly_county_control_growth_factor = 0.05 levy_size = 0.02 } next_building = regimental_grounds_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } regimental_grounds_06 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_wrestling_cost_discount_effect_toto_desc } } can_construct_potential = { building_regimental_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_6_cost levy = excellent_building_levy_tier_6 character_modifier = { men_at_arms_maintenance = good_building_maa_maintenance_tier_6 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_6 stationed_maa_toughness_mult = normal_maa_toughness_tier_6 supply_limit = 1000 travel_danger = -6 } county_modifier = { levy_reinforcement_rate = high_levy_reinforcement_rate_tier_6 monthly_county_control_growth_factor = 0.05 levy_size = 0.02 } next_building = regimental_grounds_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } regimental_grounds_07 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_wrestling_cost_discount_effect_toto_desc } } can_construct_potential = { building_regimental_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_7_cost levy = excellent_building_levy_tier_7 character_modifier = { men_at_arms_maintenance = good_building_maa_maintenance_tier_7 knight_limit = 1 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_7 stationed_maa_toughness_mult = normal_maa_toughness_tier_7 supply_limit = 1000 travel_danger = -7 } county_modifier = { levy_reinforcement_rate = high_levy_reinforcement_rate_tier_7 monthly_county_control_growth_factor = 0.05 levy_size = 0.02 } next_building = regimental_grounds_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } regimental_grounds_08 = { construction_time = slow_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_wrestling_cost_discount_effect_toto_desc } } can_construct_potential = { building_regimental_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_8_cost levy = excellent_building_levy_tier_8 character_modifier = { men_at_arms_maintenance = good_building_maa_maintenance_tier_8 knight_limit = 1 army_maintenance_mult = -0.01 } province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_8 stationed_maa_toughness_mult = normal_maa_toughness_tier_8 supply_limit = 1000 travel_danger = -8 } county_modifier = { levy_reinforcement_rate = high_levy_reinforcement_rate_tier_8 monthly_county_control_growth_factor = 0.05 levy_size = 0.02 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### outposts outposts_01 = { construction_time = quick_construction_time effect_desc = outposts_desc can_construct_potential = { building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_1_cost levy = poor_building_levy_tier_1 province_modifier = { monthly_income = super_poor_building_tax_tier_1 defender_holding_advantage = normal_building_advantage_tier_1 stationed_skirmishers_damage_mult = low_maa_damage_tier_1 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 stationed_skirmishers_screen_mult = normal_maa_screen_tier_1 stationed_archers_damage_mult = low_maa_damage_tier_1 stationed_archers_toughness_mult = normal_maa_toughness_tier_1 hostile_raid_time = 0.1 travel_danger = -1 } character_culture_modifier = { parameter = outposts_building_bonuses skirmishers_maintenance_mult = -0.01 archers_maintenance_mult = -0.01 skirmishers_recruitment_cost_mult = -0.01 archers_recruitment_cost_mult = -0.01 } province_culture_modifier = { parameter = outposts_building_bonuses monthly_income = super_poor_building_tax_tier_1 levy_size = 0.01 } next_building = outposts_02 type_icon = "icon_building_outposts.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes ai_skirmisher_modifier = yes ai_archer_modifier = yes ai_stacking_bonus_warrior_lodges_modifier = yes ai_stacking_bonus_military_camps_modifier = yes ai_anti_synergy_armored_infantry_modifier = yes ai_anti_synergy_cavalry_modifier = yes modifier = { factor = 0 building_camel_farms_requirement_terrain = yes NOT = { has_building_or_higher = camel_farms_01 } } modifier = { factor = 0 building_horse_pastures_requirement_terrain = yes NOT = { has_building_or_higher = horse_pastures_01 } } modifier = { factor = 0 building_hillside_grazing_requirement_terrain = yes NOT = { has_building_or_higher = hillside_grazing_01 } } modifier = { factor = 0 building_warrior_lodges_requirement_terrain = yes NOT = { has_building_or_higher = warrior_lodges_01 } } modifier = { # It now has a small economic component; build it last add = -3 has_building_or_higher = city_01 } modifier = { add = -10 scope:holder = { OR = { AND = { government_has_flag = government_is_theocracy highest_held_title_tier <= tier_barony } is_theocratic_lessee = yes } } } } } outposts_02 = { construction_time = quick_construction_time effect_desc = outposts_desc can_construct_potential = { building_outposts_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_barracks } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost levy = poor_building_levy_tier_2 province_modifier = { monthly_income = super_poor_building_tax_tier_2 defender_holding_advantage = normal_building_advantage_tier_2 stationed_skirmishers_damage_mult = low_maa_damage_tier_2 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 stationed_skirmishers_screen_mult = normal_maa_screen_tier_2 stationed_archers_damage_mult = low_maa_damage_tier_2 stationed_archers_toughness_mult = normal_maa_toughness_tier_2 hostile_raid_time = 0.2 travel_danger = -2 } county_modifier = { monthly_county_control_growth_add = 0.1 } character_culture_modifier = { parameter = outposts_building_bonuses skirmishers_maintenance_mult = -0.02 archers_maintenance_mult = -0.02 skirmishers_recruitment_cost_mult = -0.02 archers_recruitment_cost_mult = -0.02 } province_culture_modifier = { parameter = outposts_building_bonuses monthly_income = super_poor_building_tax_tier_2 levy_size = 0.02 } next_building = outposts_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } outposts_03 = { construction_time = quick_construction_time effect_desc = outposts_desc can_construct_potential = { building_outposts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost levy = poor_building_levy_tier_3 province_modifier = { monthly_income = super_poor_building_tax_tier_3 defender_holding_advantage = normal_building_advantage_tier_3 stationed_skirmishers_damage_mult = low_maa_damage_tier_3 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3 stationed_skirmishers_screen_mult = normal_maa_screen_tier_3 stationed_archers_damage_mult = low_maa_damage_tier_3 stationed_archers_toughness_mult = normal_maa_toughness_tier_3 hostile_raid_time = 0.3 travel_danger = -3 } county_modifier = { monthly_county_control_growth_add = 0.1 } character_culture_modifier = { parameter = outposts_building_bonuses skirmishers_maintenance_mult = -0.03 archers_maintenance_mult = -0.03 skirmishers_recruitment_cost_mult = -0.03 archers_recruitment_cost_mult = -0.03 } province_culture_modifier = { parameter = outposts_building_bonuses monthly_income = super_poor_building_tax_tier_3 levy_size = 0.03 } next_building = outposts_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } outposts_04 = { construction_time = quick_construction_time effect_desc = outposts_desc can_construct_potential = { building_outposts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost levy = poor_building_levy_tier_4 province_modifier = { monthly_income = super_poor_building_tax_tier_4 defender_holding_advantage = normal_building_advantage_tier_4 stationed_skirmishers_damage_mult = low_maa_damage_tier_4 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4 stationed_skirmishers_screen_mult = normal_maa_screen_tier_4 stationed_archers_damage_mult = low_maa_damage_tier_4 stationed_archers_toughness_mult = normal_maa_toughness_tier_4 hostile_raid_time = 0.4 travel_danger = -4 } county_modifier = { monthly_county_control_growth_add = 0.1 } character_culture_modifier = { parameter = outposts_building_bonuses skirmishers_maintenance_mult = -0.04 archers_maintenance_mult = -0.04 skirmishers_recruitment_cost_mult = -0.04 archers_recruitment_cost_mult = -0.04 } province_culture_modifier = { parameter = outposts_building_bonuses monthly_income = super_poor_building_tax_tier_4 levy_size = 0.04 } next_building = outposts_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } outposts_05 = { construction_time = quick_construction_time effect_desc = outposts_desc can_construct_potential = { building_outposts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost levy = poor_building_levy_tier_5 province_modifier = { monthly_income = super_poor_building_tax_tier_5 defender_holding_advantage = normal_building_advantage_tier_5 stationed_skirmishers_damage_mult = low_maa_damage_tier_5 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5 stationed_skirmishers_screen_mult = normal_maa_screen_tier_5 stationed_archers_damage_mult = low_maa_damage_tier_5 stationed_archers_toughness_mult = normal_maa_toughness_tier_5 hostile_raid_time = 0.5 travel_danger = -5 } county_modifier = { monthly_county_control_growth_add = 0.1 garrison_size = 0.05 } character_culture_modifier = { parameter = outposts_building_bonuses skirmishers_maintenance_mult = -0.05 archers_maintenance_mult = -0.05 skirmishers_recruitment_cost_mult = -0.05 archers_recruitment_cost_mult = -0.05 } province_culture_modifier = { parameter = outposts_building_bonuses monthly_income = super_poor_building_tax_tier_5 levy_size = 0.05 } next_building = outposts_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } outposts_06 = { construction_time = quick_construction_time effect_desc = outposts_desc can_construct_potential = { building_outposts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost levy = poor_building_levy_tier_6 province_modifier = { monthly_income = super_poor_building_tax_tier_6 defender_holding_advantage = normal_building_advantage_tier_6 stationed_skirmishers_damage_mult = low_maa_damage_tier_6 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6 stationed_skirmishers_screen_mult = normal_maa_screen_tier_6 stationed_archers_damage_mult = low_maa_damage_tier_6 stationed_archers_toughness_mult = normal_maa_toughness_tier_6 hostile_raid_time = 0.6 travel_danger = -6 } county_modifier = { monthly_county_control_growth_add = 0.1 garrison_size = 0.05 } character_culture_modifier = { parameter = outposts_building_bonuses skirmishers_maintenance_mult = -0.06 archers_maintenance_mult = -0.06 skirmishers_recruitment_cost_mult = -0.06 archers_recruitment_cost_mult = -0.06 } province_culture_modifier = { parameter = outposts_building_bonuses monthly_income = super_poor_building_tax_tier_6 levy_size = 0.06 } next_building = outposts_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } outposts_07 = { construction_time = quick_construction_time effect_desc = outposts_desc can_construct_potential = { building_outposts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost levy = poor_building_levy_tier_7 province_modifier = { monthly_income = super_poor_building_tax_tier_7 defender_holding_advantage = normal_building_advantage_tier_7 stationed_skirmishers_damage_mult = low_maa_damage_tier_7 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_7 stationed_skirmishers_screen_mult = normal_maa_screen_tier_7 stationed_archers_damage_mult = low_maa_damage_tier_7 stationed_archers_toughness_mult = normal_maa_toughness_tier_7 hostile_raid_time = 0.7 travel_danger = -7 } county_modifier = { monthly_county_control_growth_add = 0.1 garrison_size = 0.05 } character_culture_modifier = { parameter = outposts_building_bonuses skirmishers_maintenance_mult = -0.07 archers_maintenance_mult = -0.07 skirmishers_recruitment_cost_mult = -0.07 archers_recruitment_cost_mult = -0.07 } province_culture_modifier = { parameter = outposts_building_bonuses monthly_income = super_poor_building_tax_tier_7 levy_size = 0.07 } next_building = outposts_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } outposts_08 = { construction_time = quick_construction_time effect_desc = outposts_desc can_construct_potential = { building_outposts_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost levy = poor_building_levy_tier_8 province_modifier = { monthly_income = super_poor_building_tax_tier_8 defender_holding_advantage = normal_building_advantage_tier_8 stationed_skirmishers_damage_mult = low_maa_damage_tier_8 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_8 stationed_skirmishers_screen_mult = normal_maa_screen_tier_8 stationed_archers_damage_mult = low_maa_damage_tier_8 stationed_archers_toughness_mult = normal_maa_toughness_tier_8 hostile_raid_time = 0.8 travel_danger = -8 } county_modifier = { monthly_county_control_growth_factor = 0.15 monthly_county_control_growth_add = 0.1 garrison_size = 0.05 } character_culture_modifier = { parameter = outposts_building_bonuses skirmishers_maintenance_mult = -0.08 archers_maintenance_mult = -0.08 skirmishers_recruitment_cost_mult = -0.08 archers_recruitment_cost_mult = -0.08 } province_culture_modifier = { parameter = outposts_building_bonuses monthly_income = super_poor_building_tax_tier_8 levy_size = 0.08 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### barracks barracks_01 = { construction_time = standard_construction_time effect_desc = tournament_cost_effect_desc can_construct_potential = { building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no #higher innovation req? } cost_gold = normal_building_tier_1_cost levy = normal_building_levy_tier_1 province_modifier = { stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1 stationed_pikemen_damage_mult = high_maa_damage_tier_1 travel_danger = -1 } character_culture_modifier = { parameter = building_barracks_piety_bonuses monthly_piety = 0.1 } province_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus stationed_heavy_infantry_damage_mult = -0.20 stationed_pikemen_damage_mult = -0.20 stationed_maa_damage_mult = low_maa_damage_tier_1 } next_building = barracks_02 type_icon = "icon_building_barracks.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes ai_anti_synergy_cavalry_modifier = yes ai_anti_synergy_light_infantry_modifier = yes ai_heavy_infantry_modifier = yes ai_pikemen_modifier = yes modifier = { add = non_stationed_maa_bonus has_stationed_regiment = yes NOR = { has_stationed_regiment_of_base_type = pikemen has_stationed_regiment_of_base_type = heavy_infantry } } modifier = { add = -9 has_building_or_higher = city_01 } modifier = { add = -10 scope:holder = { has_government = theocracy_government highest_held_title_tier <= tier_barony } } } } barracks_02 = { construction_time = standard_construction_time effect_desc = tournament_cost_effect_desc can_construct_potential = { building_barracks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_barracks } } } scope:holder.culture = { has_innovation = innovation_barracks } } trigger_else = { culture = { has_cultural_parameter = next_level_barracks } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost levy = normal_building_levy_tier_2 province_modifier = { stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2 stationed_pikemen_damage_mult = high_maa_damage_tier_2 travel_danger = -2 } character_culture_modifier = { parameter = building_barracks_piety_bonuses monthly_piety = 0.2 } character_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus men_at_arms_limit = 1 } province_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus stationed_heavy_infantry_damage_mult = -0.30 stationed_pikemen_damage_mult = -0.30 stationed_maa_damage_mult = low_maa_damage_tier_2 } next_building = barracks_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } barracks_03 = { construction_time = standard_construction_time effect_desc = tournament_cost_effect_desc can_construct_potential = { building_barracks_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_barracks } } } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_cultural_parameter = next_level_barracks } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost levy = normal_building_levy_tier_3 province_modifier = { stationed_heavy_infantry_damage_mult = high_maa_damage_tier_3 stationed_pikemen_damage_mult = high_maa_damage_tier_3 stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_1 stationed_pikemen_toughness_mult = high_maa_toughness_tier_1 travel_danger = -3 } character_culture_modifier = { parameter = building_barracks_piety_bonuses monthly_piety = 0.3 } character_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus men_at_arms_limit = 1 } province_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus stationed_heavy_infantry_damage_mult = -0.40 stationed_pikemen_damage_mult = -0.40 stationed_heavy_infantry_toughness_mult = -0.20 stationed_pikemen_toughness_mult = -0.20 stationed_maa_damage_mult = low_maa_damage_tier_3 } next_building = barracks_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } barracks_04 = { construction_time = standard_construction_time effect_desc = tournament_cost_effect_desc can_construct_potential = { building_barracks_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_barracks } } } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_cultural_parameter = next_level_barracks } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost levy = normal_building_levy_tier_4 county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_1 } province_modifier = { stationed_heavy_infantry_damage_mult = high_maa_damage_tier_4 stationed_pikemen_damage_mult = high_maa_damage_tier_4 stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_2 stationed_pikemen_toughness_mult = high_maa_toughness_tier_2 travel_danger = -4 } character_culture_modifier = { parameter = building_barracks_piety_bonuses monthly_piety = 0.4 } character_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus men_at_arms_limit = 2 } province_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus stationed_heavy_infantry_damage_mult = -0.50 stationed_pikemen_damage_mult = -0.50 stationed_heavy_infantry_toughness_mult = -0.30 stationed_pikemen_toughness_mult = -0.30 stationed_maa_damage_mult = low_maa_damage_tier_4 } next_building = barracks_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } barracks_05 = { construction_time = standard_construction_time effect_desc = tournament_cost_effect_desc can_construct_potential = { building_barracks_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_barracks } } } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_cultural_parameter = next_level_barracks } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost levy = normal_building_levy_tier_5 county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_2 levy_size = 0.01 garrison_size = 0.01 } province_modifier = { stationed_heavy_infantry_damage_mult = high_maa_damage_tier_5 stationed_pikemen_damage_mult = high_maa_damage_tier_5 stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_3 stationed_pikemen_toughness_mult = high_maa_toughness_tier_3 travel_danger = -5 } character_culture_modifier = { parameter = building_barracks_piety_bonuses monthly_piety = 0.5 } character_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus men_at_arms_limit = 2 } province_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus stationed_heavy_infantry_damage_mult = -0.60 stationed_pikemen_damage_mult = -0.60 stationed_heavy_infantry_toughness_mult = -0.40 stationed_pikemen_toughness_mult = -0.40 stationed_maa_damage_mult = low_maa_damage_tier_5 } next_building = barracks_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } barracks_06 = { construction_time = standard_construction_time effect_desc = tournament_cost_effect_desc can_construct_potential = { building_barracks_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_barracks } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_cultural_parameter = next_level_barracks } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost levy = normal_building_levy_tier_6 county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_3 levy_size = 0.02 garrison_size = 0.02 } province_modifier = { stationed_heavy_infantry_damage_mult = high_maa_damage_tier_6 stationed_pikemen_damage_mult = high_maa_damage_tier_6 stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_4 stationed_pikemen_toughness_mult = high_maa_toughness_tier_4 travel_danger = -6 } character_culture_modifier = { parameter = building_barracks_piety_bonuses monthly_piety = 0.6 } character_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus men_at_arms_limit = 3 } province_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus stationed_heavy_infantry_damage_mult = -0.70 stationed_pikemen_damage_mult = -0.70 stationed_heavy_infantry_toughness_mult = -0.50 stationed_pikemen_toughness_mult = -0.50 stationed_maa_damage_mult = low_maa_damage_tier_6 } next_building = barracks_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } barracks_07 = { construction_time = standard_construction_time effect_desc = tournament_cost_effect_desc can_construct_potential = { building_barracks_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_barracks } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_cultural_parameter = next_level_barracks } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost levy = normal_building_levy_tier_7 county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_4 levy_size = 0.03 garrison_size = 0.03 } province_modifier = { stationed_heavy_infantry_damage_mult = high_maa_damage_tier_7 stationed_pikemen_damage_mult = high_maa_damage_tier_7 stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_5 stationed_pikemen_toughness_mult = high_maa_toughness_tier_5 travel_danger = -7 } character_culture_modifier = { parameter = building_barracks_piety_bonuses monthly_piety = 0.7 } character_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus men_at_arms_limit = 3 } province_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus stationed_heavy_infantry_damage_mult = -0.80 stationed_pikemen_damage_mult = -0.80 stationed_heavy_infantry_toughness_mult = -0.60 stationed_pikemen_toughness_mult = -0.60 stationed_maa_damage_mult = low_maa_damage_tier_7 } next_building = barracks_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } barracks_08 = { construction_time = standard_construction_time effect_desc = tournament_cost_effect_desc can_construct_potential = { building_barracks_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_barracks } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_cultural_parameter = next_level_barracks } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost levy = normal_building_levy_tier_8 county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_5 levy_size = 0.04 garrison_size = 0.04 } province_modifier = { stationed_heavy_infantry_damage_mult = high_maa_damage_tier_8 stationed_pikemen_damage_mult = high_maa_damage_tier_8 stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_6 stationed_pikemen_toughness_mult = high_maa_toughness_tier_6 travel_danger = -8 } character_culture_modifier = { parameter = building_barracks_piety_bonuses monthly_piety = 0.8 } character_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus men_at_arms_limit = 4 } province_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus stationed_heavy_infantry_damage_mult = -0.90 stationed_pikemen_damage_mult = -0.90 stationed_heavy_infantry_toughness_mult = -0.70 stationed_pikemen_toughness_mult = -0.70 stationed_maa_damage_mult = low_maa_damage_tier_7 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### camel_farms camel_farms_01 = { construction_time = standard_construction_time can_construct_potential = { building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_1_cost levy = small_building_levy_tier_1 character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1 } province_modifier = { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_1 stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_1 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1 stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_1 monthly_income = super_poor_building_tax_tier_1 } next_building = camel_farms_02 type_icon = "icon_building_camel_farms.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes ai_stacking_bonus_stables_modifier = yes ai_stacking_bonus_horse_pastures_modifier = yes ai_stacking_bonus_hillside_grazing_modifier = yes modifier = { factor = 0 building_regimental_grounds_requirement_terrain = yes NOT = { has_building_or_higher = regimental_grounds_01 } } modifier = { # It now has a small economic component; build it last add = -3 has_building_or_higher = city_01 } modifier = { add = -10 scope:holder = { OR = { AND = { government_has_flag = government_is_theocracy highest_held_title_tier <= tier_barony } is_theocratic_lessee = yes } } } } } camel_farms_02 = { construction_time = standard_construction_time can_construct_potential = { building_camel_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_barracks } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost levy = small_building_levy_tier_2 character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2 } province_modifier = { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_2 stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_2 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2 stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_2 monthly_income = super_poor_building_tax_tier_2 } county_modifier = { supply_limit = 200 } next_building = camel_farms_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } camel_farms_03 = { construction_time = standard_construction_time can_construct_potential = { building_camel_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost levy = small_building_levy_tier_3 character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3 } province_modifier = { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_3 stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_3 stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_1 stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_1 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3 stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_3 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1 stationed_light_cavalry_screen_mult = low_maa_screen_tier_1 monthly_income = super_poor_building_tax_tier_3 } county_modifier = { supply_limit = 200 } next_building = camel_farms_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } camel_farms_04 = { construction_time = standard_construction_time effect_desc = camel_farms_effect_desc can_construct_potential = { building_camel_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_burhs } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost levy = small_building_levy_tier_4 character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4 } province_modifier = { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_4 stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_4 stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_2 stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_2 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4 stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_4 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_2 stationed_light_cavalry_screen_mult = low_maa_screen_tier_2 monthly_income = super_poor_building_tax_tier_4 } county_modifier = { supply_limit = 200 } next_building = camel_farms_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } camel_farms_05 = { construction_time = standard_construction_time effect_desc = camel_farms_effect_desc can_construct_potential = { building_camel_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost levy = small_building_levy_tier_5 character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5 } province_modifier = { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_5 stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_5 stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_3 stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_3 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5 stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_5 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_3 stationed_light_cavalry_screen_mult = low_maa_screen_tier_3 monthly_income = super_poor_building_tax_tier_5 } county_modifier = { supply_limit = 200 } next_building = camel_farms_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } camel_farms_06 = { construction_time = standard_construction_time effect_desc = camel_farms_effect_desc can_construct_potential = { building_camel_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost levy = small_building_levy_tier_6 character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6 } province_modifier = { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_6 stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_6 stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_4 stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_4 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6 stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_6 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_4 stationed_light_cavalry_screen_mult = low_maa_screen_tier_4 monthly_income = super_poor_building_tax_tier_6 hostile_raid_time = 0.2 } county_modifier = { supply_limit = 200 } next_building = camel_farms_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } camel_farms_07 = { construction_time = standard_construction_time effect_desc = camel_farms_effect_desc can_construct_potential = { building_camel_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost levy = small_building_levy_tier_7 character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7 } province_modifier = { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_7 stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_7 stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_5 stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_5 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7 stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_7 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_5 stationed_light_cavalry_screen_mult = low_maa_screen_tier_5 monthly_income = super_poor_building_tax_tier_7 hostile_raid_time = 0.2 } county_modifier = { supply_limit = 200 } next_building = camel_farms_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } camel_farms_08 = { construction_time = standard_construction_time effect_desc = camel_farms_effect_desc can_construct_potential = { building_camel_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_royal_armory } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost levy = small_building_levy_tier_8 character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8 } province_modifier = { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_8 stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_8 stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_6 stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_6 stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8 stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_8 stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_6 stationed_light_cavalry_screen_mult = low_maa_screen_tier_6 monthly_income = super_poor_building_tax_tier_8 hostile_raid_time = 0.2 } county_modifier = { supply_limit = 200 } type_icon = "icon_building_camel_farms.dds" ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### stables stables_01 = { construction_time = quick_construction_time effect_desc = stables_effect_desc can_construct_potential = { building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_1_cost levy = normal_building_levy_tier_1 character_modifier = { movement_speed = normal_movement_speed_tier_1 character_travel_speed_mult = normal_movement_speed_tier_1 } province_modifier = { stationed_light_cavalry_damage_mult = high_maa_damage_tier_1 stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_1 stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_1 } next_building = stables_02 type_icon = "icon_building_stables.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes ai_stacking_bonus_camel_farms_modifier = yes ai_stacking_bonus_horse_pastures_modifier = yes ai_stacking_bonus_hillside_grazing_modifier = yes ai_anti_synergy_armored_infantry_modifier = yes ai_anti_synergy_light_infantry_modifier = yes ai_light_cavalry_modifier = yes ai_heavy_cavalry_modifier = yes ai_compensate_light_cavalry_modifier = yes # Specifically for buildings that boosts HC and LC ai_compensate_heavy_cavalry_modifier = yes # Specifically for buildings that boosts HC and LC modifier = { add = non_stationed_maa_bonus has_stationed_regiment = yes NOR = { has_stationed_regiment_of_base_type = light_cavalry has_stationed_regiment_of_base_type = heavy_cavalry } } modifier = { factor = 0 building_regimental_grounds_requirement_terrain = yes NOT = { has_building_or_higher = regimental_grounds_01 } } modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } modifier = { factor = 0 building_hillside_grazing_requirement_terrain = yes NOT = { has_building_or_higher = hillside_grazing_01 } } modifier = { factor = 0 building_warrior_lodges_requirement_terrain = yes NOT = { has_building_or_higher = warrior_lodges_01 } } modifier = { add = -9 has_building_or_higher = city_01 } modifier = { add = -3 OR = { exists = barony.lessee scope:holder = { highest_held_title_tier <= tier_barony } } } modifier = { add = -10 scope:holder = { OR = { AND = { government_has_flag = government_is_theocracy highest_held_title_tier <= tier_barony } is_theocratic_lessee = yes } } } } } stables_02 = { construction_time = quick_construction_time effect_desc = stables_effect_desc can_construct_potential = { building_stables_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_stables } } } scope:holder.culture = { has_innovation = innovation_barracks } } trigger_else = { culture = { has_cultural_parameter = next_level_stables } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost levy = normal_building_levy_tier_2 character_modifier = { movement_speed = normal_movement_speed_tier_2 character_travel_speed_mult = normal_movement_speed_tier_2 } province_modifier = { stationed_light_cavalry_damage_mult = high_maa_damage_tier_2 stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_2 stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_2 } next_building = stables_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } stables_03 = { construction_time = quick_construction_time effect_desc = stables_effect_desc can_construct_potential = { building_stables_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_stables } } } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_cultural_parameter = next_level_stables } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost levy = normal_building_levy_tier_3 character_modifier = { movement_speed = normal_movement_speed_tier_3 character_travel_speed_mult = normal_movement_speed_tier_3 } province_modifier = { stationed_light_cavalry_damage_mult = high_maa_damage_tier_3 stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_3 stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_3 stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_1 stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_1 } next_building = stables_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } stables_04 = { construction_time = quick_construction_time effect_desc = stables_effect_desc can_construct_potential = { building_stables_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_stables } } } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_cultural_parameter = next_level_stables } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost levy = normal_building_levy_tier_4 character_modifier = { movement_speed = normal_movement_speed_tier_4 character_travel_speed_mult = normal_movement_speed_tier_4 } province_modifier = { stationed_light_cavalry_damage_mult = high_maa_damage_tier_4 stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_4 stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_4 stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_2 stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_2 } next_building = stables_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } stables_05 = { construction_time = quick_construction_time effect_desc = stables_effect_desc can_construct_potential = { building_stables_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_stables } } } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_cultural_parameter = next_level_stables } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost levy = normal_building_levy_tier_5 character_modifier = { movement_speed = normal_movement_speed_tier_5 character_travel_speed_mult = normal_movement_speed_tier_5 } province_modifier = { stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_3 stationed_light_cavalry_damage_mult = high_maa_damage_tier_5 stationed_light_cavalry_screen_mult = normal_maa_screen_tier_1 stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_5 stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_3 stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_5 stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_1 stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_1 } next_building = stables_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } stables_06 = { construction_time = quick_construction_time effect_desc = stables_effect_desc can_construct_potential = { building_stables_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_stables } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_cultural_parameter = next_level_stables } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost levy = normal_building_levy_tier_6 character_modifier = { movement_speed = normal_movement_speed_tier_6 character_travel_speed_mult = normal_movement_speed_tier_6 } province_modifier = { stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_4 stationed_light_cavalry_damage_mult = high_maa_damage_tier_6 stationed_light_cavalry_screen_mult = normal_maa_screen_tier_2 stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_6 stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_4 stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_6 stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_2 stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_2 } next_building = stables_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } stables_07 = { construction_time = quick_construction_time effect_desc = stables_effect_desc can_construct_potential = { building_stables_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_stables } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_cultural_parameter = next_level_stables } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost levy = normal_building_levy_tier_7 character_modifier = { movement_speed = normal_movement_speed_tier_7 character_travel_speed_mult = normal_movement_speed_tier_7 } province_modifier = { stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_5 stationed_light_cavalry_damage_mult = high_maa_damage_tier_7 stationed_light_cavalry_screen_mult = normal_maa_screen_tier_3 stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_7 stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_5 stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_7 stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_3 stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_3 } next_building = stables_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } stables_08 = { construction_time = quick_construction_time effect_desc = stables_effect_desc can_construct_potential = { building_stables_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_stables } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_cultural_parameter = next_level_stables } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost levy = normal_building_levy_tier_8 character_modifier = { movement_speed = normal_movement_speed_tier_8 character_travel_speed_mult = normal_movement_speed_tier_8 } province_modifier = { stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_6 stationed_light_cavalry_damage_mult = high_maa_damage_tier_8 stationed_light_cavalry_screen_mult = normal_maa_screen_tier_4 stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_8 stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_6 stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_8 stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_4 stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_4 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ### smiths smiths_01 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_duel_cost_discount_effect_toto_desc } } can_construct_potential = { building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_1_cost province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_1 tax_mult = low_building_tax_mult_tier_1 } county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_1 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_1 } character_culture_modifier = { parameter = frugal_blacksmith_maa_size knight_limit = 1 } next_building = smiths_02 type_icon = "icon_building_smiths.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes ai_stacking_bonus_warrior_lodges_modifier = yes ai_stacking_bonus_wind_furnaces_modifier = yes ai_anti_synergy_cavalry_modifier = yes ai_anti_synergy_light_infantry_modifier = yes ai_heavy_infantry_modifier = yes ai_pikemen_modifier = yes modifier = { add = non_stationed_maa_bonus has_stationed_regiment = yes NOR = { has_stationed_regiment_of_base_type = pikemen has_stationed_regiment_of_base_type = heavy_infantry } } modifier = { factor = 0 building_regimental_grounds_requirement_terrain = yes NOT = { has_building_or_higher = regimental_grounds_01 } } modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } modifier = { factor = 0 building_horse_pastures_requirement_terrain = yes NOT = { has_building_or_higher = horse_pastures_01 } } modifier = { factor = 0 building_hillside_grazing_requirement_terrain = yes NOT = { has_building_or_higher = hillside_grazing_01 } } modifier = { factor = 0 building_warrior_lodges_requirement_terrain = yes NOT = { has_building_or_higher = warrior_lodges_01 } } modifier = { add = -9 has_building_or_higher = city_01 } modifier = { add = -3 OR = { exists = barony.lessee scope:holder = { highest_held_title_tier <= tier_barony } } } modifier = { add = -10 scope:holder = { OR = { AND = { government_has_flag = government_is_theocracy highest_held_title_tier <= tier_barony } is_theocratic_lessee = yes } } } } } smiths_02 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_duel_cost_discount_effect_toto_desc } } can_construct_potential = { building_smiths_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_smiths } } } scope:holder.culture = { has_innovation = innovation_barracks } } trigger_else = { culture = { has_cultural_parameter = next_level_smiths } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_2 tax_mult = low_building_tax_mult_tier_2 } county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_2 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_2 } character_culture_modifier = { parameter = frugal_blacksmith_maa_size knight_limit = 1 men_at_arms_limit = 1 } next_building = smiths_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } smiths_03 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_duel_cost_discount_effect_toto_desc } } can_construct_potential = { building_smiths_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_smiths } } } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_cultural_parameter = next_level_smiths } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_3 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 tax_mult = low_building_tax_mult_tier_3 } county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_3 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_3 } character_culture_modifier = { parameter = frugal_blacksmith_maa_size knight_limit = 2 men_at_arms_limit = 1 } next_building = smiths_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } smiths_04 = { construction_time = quick_construction_time effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_duel_cost_discount_effect_toto_desc } } can_construct_potential = { building_smiths_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_smiths } } } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_cultural_parameter = next_level_smiths } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_4 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 tax_mult = low_building_tax_mult_tier_4 } county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_4 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_4 } character_culture_modifier = { parameter = frugal_blacksmith_maa_size knight_limit = 2 men_at_arms_limit = 1 } next_building = smiths_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } smiths_05 = { construction_time = quick_construction_time effect_desc = smiths_effect_desc can_construct_potential = { building_smiths_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_smiths } } } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_cultural_parameter = next_level_smiths } scope:holder.culture = { has_innovation = innovation_burhs } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_5 stationed_maa_toughness_mult = normal_maa_toughness_tier_3 tax_mult = low_building_tax_mult_tier_5 } county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_5 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_5 } character_culture_modifier = { parameter = frugal_blacksmith_maa_size knight_limit = 3 men_at_arms_limit = 1 } next_building = smiths_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } smiths_06 = { construction_time = quick_construction_time effect_desc = smiths_effect_desc can_construct_potential = { building_smiths_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_smiths } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_cultural_parameter = next_level_smiths } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_6 stationed_maa_toughness_mult = normal_maa_toughness_tier_4 tax_mult = low_building_tax_mult_tier_6 } county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_6 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_6 } character_culture_modifier = { parameter = frugal_blacksmith_maa_size knight_limit = 3 men_at_arms_limit = 2 } next_building = smiths_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } smiths_07 = { construction_time = quick_construction_time effect_desc = smiths_effect_desc can_construct_potential = { building_smiths_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_smiths } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_cultural_parameter = next_level_smiths } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_7 stationed_maa_toughness_mult = normal_maa_toughness_tier_5 tax_mult = low_building_tax_mult_tier_7 } county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_7 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_7 } character_culture_modifier = { parameter = frugal_blacksmith_maa_size knight_limit = 4 men_at_arms_limit = 2 } next_building = smiths_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } smiths_08 = { construction_time = quick_construction_time effect_desc = smiths_effect_desc can_construct_potential = { building_smiths_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_smiths } } } scope:holder.culture = { has_innovation = innovation_royal_armory } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_cultural_parameter = next_level_smiths } scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost province_modifier = { stationed_maa_damage_mult = normal_maa_damage_tier_8 stationed_maa_toughness_mult = normal_maa_toughness_tier_6 tax_mult = low_building_tax_mult_tier_8 } county_modifier = { levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_8 } character_modifier = { knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_8 } character_culture_modifier = { parameter = frugal_blacksmith_maa_size knight_limit = 4 men_at_arms_limit = 3 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } }