############################## # Standard Economy Buildings # ############################## # Tradeports - Normal Tax, Development # Cattle Pastures - Poor Tax, Normal Levy, Supply Limit # Hunting Grounds - Poor Tax, Small Levy, Defensive Advantage # Orchards - Normal Tax, Small Levy, Development # Farm Estates - Massive Tax # Cereal Fields - Large Tax, Mixed Bonuses # Logging Camps - Normal Tax, Normal Build Speed # Peat Quarries - Normal Tax, Poor Build Speed # Hill Farms - Normal Tax, Defensive Advantage # Elephant Pens - Normal Tax, Elephant Cavalry # Plantations - Normal Tax # Quarries - Poor Tax, Poor Build Speed # Caravanserai - Late Game Building - Massive Tax, Defender Advantage, Dev Growth % and flat value, MaA maintenance and Merc hire cost # Windmills - Late Game Building - Massive Tax, Supply Limit, Holding Taxes, Dev Growth % and flat value # Watermills - Late Game Building - Massive Tax, Supply Limit, Building and Holding construction cost reduction, Holding Taxes, Dev Growth % and flat value # Qanats - Cultural Building - Dev Growth % and flat value, Supply Limit, Travel bonus # Murex Farms - Mediterranean Building - Influence, Dev Growth % and flat value, Tax # Waterworks - is in India, Southeast Asia, or China, prov is county captain and terrain is NOT mountains or desert mountains ### caravanserai caravanserai_01 = { construction_time = slow_construction_time can_construct_potential = { building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no trigger_if = { limit = { culture = { has_cultural_parameter = second_caravanserai } } custom_tooltip = { text = has_two_caravanserai_in_county county = { any_county_province = { count < 2 has_building_or_higher = caravanserai_01 } } } } trigger_else = { custom_tooltip = { text = not_allowed_second_caravanserai county = { any_county_province = { count < 1 has_building_or_higher = caravanserai_01 } } } } } is_enabled = { trigger_if = { limit = { NOR = { scope:holder.culture = { has_cultural_parameter = watermills_windmills_cities } culture = { has_cultural_parameter = second_caravanserai } } } is_county_capital = yes } trigger_else_if = { limit = { scope:holder.culture = { has_cultural_parameter = watermills_windmills_cities } NOT = { culture = { has_cultural_parameter = second_caravanserai } } } OR = { is_county_capital = yes AND = { NOR = { has_building_or_higher = watermills_01 has_building_or_higher = windmills_01 } has_building_or_higher = city_01 } } } trigger_else_if = { limit = { culture = { has_cultural_parameter = second_caravanserai } NOT = { scope:holder.culture = { has_cultural_parameter = watermills_windmills_cities } } } OR = { is_county_capital = yes AND = { county = { any_county_province = { count <= 2 has_building_or_higher = caravanserai_01 } } } } } trigger_else = { scope:holder.culture = { has_cultural_parameter = watermills_windmills_cities } culture = { has_cultural_parameter = second_caravanserai } OR = { is_county_capital = yes AND = { NOR = { has_building_or_higher = watermills_01 has_building_or_higher = windmills_01 } has_building_or_higher = city_01 } AND = { county = { any_county_province = { count <= 2 has_building_or_higher = caravanserai_01 } } } } } } show_disabled = yes can_construct = { } cost_gold = expensive_building_tier_1_cost province_modifier = { monthly_income = excellent_building_tax_tier_1 defender_holding_advantage = normal_building_advantage_tier_1 } character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_1 mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_1 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_1 development_growth = normal_building_development_growth_tier_1 travel_danger = -1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = caravanserai_02 type_icon = "icon_building_caravanserai.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { add = 2 AND = { building_watermills_requirement_terrain = yes building_windmills_requirement_terrain = yes } } modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_cereal_fields_requirement_terrain = yes NOT = { has_building_or_higher = cereal_fields_01 } } } } caravanserai_02 = { construction_time = slow_construction_time can_construct_potential = { building_caravanserai_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct = { scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_2_cost province_modifier = { monthly_income = excellent_building_tax_tier_2 defender_holding_advantage = normal_building_advantage_tier_2 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_2 development_growth = normal_building_development_growth_tier_2 travel_danger = -2 } character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_2 mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = caravanserai_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } caravanserai_03 = { construction_time = slow_construction_time can_construct_potential = { building_caravanserai_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_3_cost province_modifier = { monthly_income = excellent_building_tax_tier_3 defender_holding_advantage = normal_building_advantage_tier_3 hostile_raid_time = 0.2 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_3 development_growth = normal_building_development_growth_tier_3 travel_danger = -3 } character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_3 mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = caravanserai_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } caravanserai_04 = { construction_time = slow_construction_time effect_desc = caravanserai_effects_desc can_construct_potential = { building_caravanserai_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_4_cost province_modifier = { monthly_income = excellent_building_tax_tier_4 defender_holding_advantage = normal_building_advantage_tier_4 hostile_raid_time = 0.4 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_4 development_growth = normal_building_development_growth_tier_4 travel_danger = -4 } character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_4 mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = caravanserai_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } caravanserai_05 = { construction_time = slow_construction_time effect_desc = caravanserai_effects_desc can_construct_potential = { building_caravanserai_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_5_cost province_modifier = { monthly_income = excellent_building_tax_tier_5 defender_holding_advantage = normal_building_advantage_tier_5 hostile_raid_time = 0.6 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_5 development_growth = normal_building_development_growth_tier_5 travel_danger = -5 } character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_5 mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = caravanserai_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } caravanserai_06 = { construction_time = slow_construction_time effect_desc = caravanserai_effects_desc can_construct_potential = { building_caravanserai_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_6_cost province_modifier = { monthly_income = excellent_building_tax_tier_6 defender_holding_advantage = normal_building_advantage_tier_6 hostile_raid_time = 0.8 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_6 development_growth = normal_building_development_growth_tier_6 travel_danger = -6 } character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_6 mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_6 #small artifact quality bonus if TIT-40761 gets implemented } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = caravanserai_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } caravanserai_07 = { construction_time = slow_construction_time effect_desc = caravanserai_effects_desc can_construct_potential = { building_caravanserai_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_7_cost province_modifier = { monthly_income = excellent_building_tax_tier_7 defender_holding_advantage = normal_building_advantage_tier_7 hostile_raid_time = 1 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_7 development_growth = normal_building_development_growth_tier_7 travel_danger = -7 #small artifact quality bonus if TIT-40761 gets implemented } character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_7 mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = caravanserai_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } caravanserai_08 = { construction_time = slow_construction_time effect_desc = caravanserai_effects_desc can_construct_potential = { building_caravanserai_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_8_cost province_modifier = { monthly_income = excellent_building_tax_tier_8 defender_holding_advantage = normal_building_advantage_tier_8 hostile_raid_time = 1.2 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_8 development_growth = normal_building_development_growth_tier_8 travel_danger = -8 #small artifact quality bonus if TIT-40761 gets implemented } character_modifier = { men_at_arms_maintenance = normal_building_maa_maintenance_tier_8 mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### watermills watermills_01 = { construction_time = slow_construction_time can_construct_potential = { OR = { building_watermills_requirement_terrain = yes AND = { has_building_or_higher = logging_camps_04 culture = { has_cultural_parameter = watermills_forestries_unlock } } } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = watermills_windmills_cities } } } is_county_capital = yes } trigger_else = { culture = { has_cultural_parameter = watermills_windmills_cities } OR = { is_county_capital = yes AND = { NOR = { has_building_or_higher = windmills_01 has_building_or_higher = caravanserai_01 } has_building_or_higher = city_01 } } } } show_disabled = yes can_construct = { trigger_if = { limit = { has_holding_type = city_holding is_county_capital = no culture = { has_cultural_parameter = watermills_windmills_cities } } has_building_or_higher = city_01 NOR = { has_building_or_higher = windmills_01 has_building_or_higher = caravanserai_01 } } trigger_else = { building_requirement_castle_city_church = { LEVEL = 01 } is_county_capital = yes } OR = { culture = { # Standard unlock from innovation (High medieval) has_innovation = innovation_windmills } culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval) has_cultural_parameter = next_level_w_mills has_innovation = innovation_manorialism } AND = { # Unlock from Cultural Tradition has_building_or_higher = logging_camps_04 culture = { has_cultural_parameter = watermills_forestries_unlock } } } } cost_gold = expensive_building_tier_1_cost province_modifier = { monthly_income = excellent_building_tax_tier_1 supply_limit_mult = 0.1 holding_build_gold_cost = -0.05 build_gold_cost = -0.05 } county_modifier = { development_growth = good_building_development_growth_tier_1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watermills_02 type_icon = "icon_building_watermills.dds" ai_value = { base = 20 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 10 has_building_or_higher = windmills_01 } modifier = { factor = 2 AND = { building_watermills_requirement_terrain = yes building_windmills_requirement_terrain = yes } } } } watermills_02 = { construction_time = slow_construction_time can_construct_potential = { OR = { building_watermills_requirement_terrain = yes AND = { has_building_or_higher = logging_camps_04 culture = { has_cultural_parameter = watermills_forestries_unlock } } } building_requirement_castle_city_church = { LEVEL = 01 } } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } culture = { has_cultural_parameter = watermills_forestries_unlock } } } scope:holder.culture = { has_innovation = innovation_windmills } } trigger_else = { OR = { culture = { # Standard unlock from innovation (High medieval) has_innovation = innovation_windmills } culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval) has_cultural_parameter = next_level_w_mills has_innovation = innovation_manorialism } AND = { # Unlock from Cultural Tradition has_building_or_higher = logging_camps_04 culture = { has_cultural_parameter = watermills_forestries_unlock } } } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_2_cost province_modifier = { monthly_income = excellent_building_tax_tier_2 supply_limit_mult = 0.2 holding_build_gold_cost = -0.10 build_gold_cost = -0.10 } county_modifier = { development_growth = good_building_development_growth_tier_2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watermills_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } watermills_03 = { construction_time = slow_construction_time can_construct_potential = { OR = { building_watermills_requirement_terrain = yes AND = { has_building_or_higher = logging_camps_04 culture = { has_cultural_parameter = watermills_forestries_unlock } } } } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } culture = { has_cultural_parameter = watermills_forestries_unlock } } } scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { OR = { culture = { # Standard unlock from innovation (High medieval) has_innovation = innovation_windmills } culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval) has_cultural_parameter = next_level_w_mills has_innovation = innovation_manorialism } AND = { # Unlock from Cultural Tradition has_building_or_higher = logging_camps_04 culture = { has_cultural_parameter = watermills_forestries_unlock } } } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_3_cost province_modifier = { monthly_income = excellent_building_tax_tier_3 supply_limit_mult = 0.3 holding_build_gold_cost = -0.14 build_gold_cost = -0.14 } county_modifier = { development_growth = good_building_development_growth_tier_3 development_growth_factor = normal_building_development_growth_factor_tier_1 tax_mult = normal_building_tax_mult_tier_1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watermills_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } watermills_04 = { construction_time = slow_construction_time can_construct_potential = { OR = { building_watermills_requirement_terrain = yes AND = { has_building_or_higher = logging_camps_04 culture = { has_cultural_parameter = watermills_forestries_unlock } } } } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } culture = { has_cultural_parameter = watermills_forestries_unlock } } } scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { OR = { culture = { # Standard unlock from innovation (High medieval) has_innovation = innovation_windmills } culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval) has_cultural_parameter = next_level_w_mills has_innovation = innovation_manorialism } AND = { # Unlock from Cultural Tradition has_building_or_higher = logging_camps_04 culture = { has_cultural_parameter = watermills_forestries_unlock } } } building_requirement_castle_city_church = { LEVEL = 01 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_4_cost province_modifier = { monthly_income = excellent_building_tax_tier_4 supply_limit_mult = 0.4 holding_build_gold_cost = -0.18 build_gold_cost = -0.18 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_2 development_growth = good_building_development_growth_tier_4 tax_mult = normal_building_tax_mult_tier_2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watermills_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } watermills_05 = { construction_time = slow_construction_time can_construct_potential = { building_watermills_requirement_terrain = yes } can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } } } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_5_cost province_modifier = { monthly_income = excellent_building_tax_tier_5 supply_limit_mult = 0.5 holding_build_gold_cost = -0.22 build_gold_cost = -0.22 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_3 development_growth = good_building_development_growth_tier_5 tax_mult = normal_building_tax_mult_tier_3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watermills_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } watermills_06 = { construction_time = slow_construction_time can_construct_potential = { building_watermills_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } } } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_windmills } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_6_cost province_modifier = { monthly_income = excellent_building_tax_tier_6 supply_limit_mult = 0.6 holding_build_gold_cost = -0.24 build_gold_cost = -0.24 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_4 development_growth = good_building_development_growth_tier_6 tax_mult = normal_building_tax_mult_tier_4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watermills_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } watermills_07 = { construction_time = slow_construction_time can_construct_potential = { building_watermills_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } } } building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_windmills } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_7_cost province_modifier = { monthly_income = excellent_building_tax_tier_7 supply_limit_mult = 0.7 holding_build_gold_cost = -0.26 build_gold_cost = -0.26 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_5 development_growth = good_building_development_growth_tier_7 tax_mult = normal_building_tax_mult_tier_5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = watermills_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } watermills_08 = { construction_time = slow_construction_time can_construct_potential = { building_watermills_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } } } building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_windmills } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_8_cost province_modifier = { monthly_income = excellent_building_tax_tier_8 supply_limit_mult = 0.8 holding_build_gold_cost = -0.30 build_gold_cost = -0.30 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_6 development_growth = good_building_development_growth_tier_8 tax_mult = normal_building_tax_mult_tier_6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### Windmills windmills_01 = { construction_time = slow_construction_time can_construct_potential = { OR = { building_windmills_requirement_terrain = yes AND = { has_building_or_higher = hill_farms_04 culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = watermills_windmills_cities } } } is_county_capital = yes } trigger_else = { scope:holder.culture = { has_cultural_parameter = watermills_windmills_cities } OR = { is_county_capital = yes AND = { NOR = { has_building_or_higher = watermills_01 has_building_or_higher = caravanserai_01 } has_building_or_higher = city_01 } } } } show_disabled = yes can_construct = { trigger_if = { limit = { has_holding_type = city_holding } has_building_or_higher = city_01 culture = { has_cultural_parameter = watermills_windmills_cities } NOR = { has_building_or_higher = watermills_01 has_building_or_higher = caravanserai_01 } } trigger_else_if = { limit = { OR = { has_holding_type = castle_holding has_holding_type = church_holding has_holding_type = temple_citadel_holding } } is_county_capital = yes } trigger_else = { always = no } OR = { culture = { # Standard unlock from inovation (High medieval) has_innovation = innovation_windmills } culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval) has_cultural_parameter = next_level_w_mills has_innovation = innovation_manorialism } AND = { # Unlock from Culture trad has_building_or_higher = hill_farms_04 culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } } cost_gold = expensive_building_tier_1_cost province_modifier = { monthly_income = excellent_building_tax_tier_1 tax_mult = good_building_tax_mult_tier_1 supply_limit_mult = 0.1 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_1 development_growth = good_building_development_growth_tier_1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = windmills_02 type_icon = "icon_building_windmills.dds" ai_value = { base = 20 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 10 has_building_or_higher = watermills_01 } modifier = { factor = 2 is_coastal = yes } modifier = { factor = 2 AND = { building_watermills_requirement_terrain = yes building_windmills_requirement_terrain = yes } } } } windmills_02 = { construction_time = slow_construction_time can_construct_potential = { OR = { building_windmills_requirement_terrain = yes AND = { has_building_or_higher = hill_farms_04 culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } building_requirement_castle_city_church = { LEVEL = 01 } } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } scope:holder.culture = { has_innovation = innovation_windmills } } trigger_else = { OR = { culture = { # Standard unlock from inovation (High medieval) has_innovation = innovation_windmills } culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval) has_cultural_parameter = next_level_w_mills has_innovation = innovation_manorialism } AND = { # Unlock from Culture trad has_building_or_higher = hill_farms_04 culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_2_cost province_modifier = { monthly_income = excellent_building_tax_tier_2 tax_mult = good_building_tax_mult_tier_2 supply_limit_mult = 0.2 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_2 development_growth = good_building_development_growth_tier_2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = windmills_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } windmills_03 = { construction_time = slow_construction_time can_construct_potential = { OR = { building_windmills_requirement_terrain = yes AND = { has_building_or_higher = hill_farms_04 culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } scope:holder.culture = { has_innovation = innovation_windmills } } trigger_else = { OR = { culture = { # Standard unlock from inovation (High medieval) has_innovation = innovation_windmills } culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval) has_cultural_parameter = next_level_w_mills has_innovation = innovation_manorialism } AND = { # Unlock from Culture trad has_building_or_higher = hill_farms_04 culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_3_cost province_modifier = { monthly_income = excellent_building_tax_tier_3 tax_mult = good_building_tax_mult_tier_3 supply_limit_mult = 0.3 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_3 development_growth = good_building_development_growth_tier_3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = windmills_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } windmills_04 = { construction_time = slow_construction_time can_construct_potential = { OR = { building_windmills_requirement_terrain = yes AND = { has_building_or_higher = hill_farms_04 culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { OR = { culture = { # Standard unlock from inovation (High medieval) has_innovation = innovation_windmills } culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval) has_cultural_parameter = next_level_w_mills has_innovation = innovation_manorialism } AND = { # Unlock from Culture trad has_building_or_higher = hill_farms_04 culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_4_cost province_modifier = { monthly_income = excellent_building_tax_tier_4 tax_mult = good_building_tax_mult_tier_4 supply_limit_mult = 0.4 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_4 development_growth = good_building_development_growth_tier_4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = windmills_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } windmills_05 = { construction_time = slow_construction_time can_construct_potential = { building_windmills_requirement_terrain = yes } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } } } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } building_requirement_castle_city_church = { LEVEL = 02 } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_5_cost province_modifier = { monthly_income = excellent_building_tax_tier_5 tax_mult = good_building_tax_mult_tier_5 supply_limit_mult = 0.5 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_5 development_growth = good_building_development_growth_tier_5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = windmills_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } windmills_06 = { construction_time = slow_construction_time can_construct_potential = { building_windmills_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } } } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_windmills } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_6_cost province_modifier = { monthly_income = excellent_building_tax_tier_6 tax_mult = good_building_tax_mult_tier_6 supply_limit_mult = 0.6 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_6 development_growth = good_building_development_growth_tier_6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = windmills_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } windmills_07 = { construction_time = slow_construction_time can_construct_potential = { building_windmills_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } } } building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_windmills } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_7_cost province_modifier = { monthly_income = excellent_building_tax_tier_7 tax_mult = good_building_tax_mult_tier_7 supply_limit_mult = 0.7 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_7 development_growth = good_building_development_growth_tier_7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = windmills_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } windmills_08 = { construction_time = slow_construction_time can_construct_potential = { building_windmills_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } } } building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = next_level_w_mills } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_windmills } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = expensive_building_tier_8_cost province_modifier = { monthly_income = excellent_building_tax_tier_8 tax_mult = good_building_tax_mult_tier_8 supply_limit_mult = 0.8 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_8 development_growth = good_building_development_growth_tier_8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } # Qanats qanats_01 = { construction_time = standard_construction_time can_construct_potential = { building_qanats_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } is_enabled = { is_county_capital = yes } can_construct_showing_failures_only = { building_requirement_tribal = no } can_construct = { } cost_gold = normal_building_tier_1_cost province_modifier = { monthly_income = poor_building_tax_tier_1 supply_limit = normal_building_supply_limit_tier_1 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_1 development_growth = good_building_development_growth_tier_1 travel_danger = -1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = qanats_02 type_icon = "icon_building_qanats.dds" ai_value = { base = 20 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } } } qanats_02 = { construction_time = standard_construction_time can_construct_potential = { building_qanats_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } can_construct = { } cost_gold = normal_building_tier_2_cost province_modifier = { monthly_income = poor_building_tax_tier_2 supply_limit = normal_building_supply_limit_tier_2 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_2 development_growth = good_building_development_growth_tier_2 travel_danger = -2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = qanats_03 type_icon = "icon_building_qanats.dds" ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } } } qanats_03 = { construction_time = standard_construction_time can_construct_potential = { building_qanats_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } can_construct_showing_failures_only = { building_requirement_tribal = no } can_construct = { } cost_gold = normal_building_tier_3_cost province_modifier = { monthly_income = poor_building_tax_tier_3 supply_limit = normal_building_supply_limit_tier_3 build_speed = normal_building_build_speed_tier_3 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_3 development_growth = good_building_development_growth_tier_3 travel_danger = -3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = qanats_04 type_icon = "icon_building_qanats.dds" ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } } } qanats_04 = { construction_time = standard_construction_time can_construct_potential = { building_qanats_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } can_construct_showing_failures_only = { building_requirement_tribal = no } can_construct = { } cost_gold = normal_building_tier_4_cost province_modifier = { monthly_income = poor_building_tax_tier_4 supply_limit = normal_building_supply_limit_tier_4 build_speed = normal_building_build_speed_tier_4 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_4 development_growth = good_building_development_growth_tier_4 travel_danger = -4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = qanats_05 type_icon = "icon_building_qanats.dds" ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } } } qanats_05 = { construction_time = standard_construction_time can_construct_potential = { building_qanats_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } can_construct_showing_failures_only = { building_requirement_tribal = no } can_construct = { } cost_gold = normal_building_tier_5_cost province_modifier = { monthly_income = poor_building_tax_tier_5 supply_limit = normal_building_supply_limit_tier_5 build_speed = normal_building_build_speed_tier_5 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_5 development_growth = good_building_development_growth_tier_5 travel_danger = -5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } effect_desc = unlocks_cereal_fields_and_orchards next_building = qanats_06 type_icon = "icon_building_qanats.dds" ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } } } qanats_06 = { construction_time = standard_construction_time can_construct_potential = { building_qanats_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } can_construct_showing_failures_only = { building_requirement_tribal = no } can_construct = { } cost_gold = normal_building_tier_6_cost province_modifier = { monthly_income = poor_building_tax_tier_6 supply_limit = normal_building_supply_limit_tier_6 build_speed = normal_building_build_speed_tier_6 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_6 development_growth = good_building_development_growth_tier_6 travel_danger = -6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } effect_desc = unlocks_cereal_fields_and_orchards next_building = qanats_07 type_icon = "icon_building_qanats.dds" ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } } } qanats_07 = { construction_time = standard_construction_time can_construct_potential = { building_qanats_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } can_construct_showing_failures_only = { building_requirement_tribal = no } can_construct = { } cost_gold = normal_building_tier_7_cost province_modifier = { monthly_income = poor_building_tax_tier_7 supply_limit = normal_building_supply_limit_tier_7 build_speed = normal_building_build_speed_tier_7 } character_modifier = { negate_health_penalty_add = 0.1 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_7 development_growth = good_building_development_growth_tier_7 travel_danger = -7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } effect_desc = unlocks_cereal_fields_and_orchards next_building = qanats_08 type_icon = "icon_building_qanats.dds" ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } } } qanats_08 = { construction_time = standard_construction_time can_construct_potential = { building_qanats_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } can_construct_showing_failures_only = { building_requirement_tribal = no } can_construct = { } cost_gold = normal_building_tier_8_cost province_modifier = { monthly_income = poor_building_tax_tier_8 supply_limit = normal_building_supply_limit_tier_8 build_speed = normal_building_build_speed_tier_8 } character_modifier = { negate_health_penalty_add = 0.2 } county_modifier = { development_growth_factor = good_building_development_growth_factor_tier_8 development_growth = good_building_development_growth_tier_8 travel_danger = -8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } effect_desc = unlocks_cereal_fields_and_orchards type_icon = "icon_building_qanats.dds" ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } } } # Murex Farms murex_farm_01 = { construction_time = standard_construction_time can_construct_potential = { building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_1_cost province_modifier = { monthly_income = normal_building_tax_tier_1 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_1 development_growth = normal_building_development_growth_tier_1 } character_modifier = { monthly_influence = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = murex_farm_02 type_icon = "icon_building_murex_farms.dds" ai_value = { base = 14 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } modifier = { factor = 2 scope:holder = { government_has_flag = government_is_administrative } } } } murex_farm_02 = { construction_time = standard_construction_time can_construct_potential = { building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_2_cost province_modifier = { monthly_income = normal_building_tax_tier_2 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_2 development_growth = normal_building_development_growth_tier_2 } character_modifier = { monthly_influence = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = murex_farm_03 type_icon = "icon_building_murex_farms.dds" ai_value = { base = 9 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } murex_farm_03 = { construction_time = standard_construction_time can_construct_potential = { building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_3_cost province_modifier = { monthly_income = normal_building_tax_tier_3 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_3 development_growth = normal_building_development_growth_tier_3 } character_modifier = { monthly_influence = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = murex_farm_04 type_icon = "icon_building_murex_farms.dds" ai_value = { base = 8 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } murex_farm_04 = { construction_time = standard_construction_time can_construct_potential = { building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_4_cost province_modifier = { monthly_income = normal_building_tax_tier_4 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_4 development_growth = normal_building_development_growth_tier_4 } character_modifier = { monthly_influence = 1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = murex_farm_05 type_icon = "icon_building_murex_farms.dds" ai_value = { base = 7 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } murex_farm_05 = { construction_time = standard_construction_time can_construct_potential = { building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_5_cost province_modifier = { monthly_income = normal_building_tax_tier_5 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_5 development_growth = normal_building_development_growth_tier_5 } character_modifier = { monthly_influence = 1.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = murex_farm_06 type_icon = "icon_building_murex_farms.dds" ai_value = { base = 6 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } murex_farm_06 = { construction_time = standard_construction_time can_construct_potential = { building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_6_cost province_modifier = { monthly_income = normal_building_tax_tier_6 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_6 development_growth = normal_building_development_growth_tier_6 } character_modifier = { monthly_influence = 1.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = murex_farm_07 type_icon = "icon_building_murex_farms.dds" ai_value = { base = 5 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } murex_farm_07 = { construction_time = standard_construction_time can_construct_potential = { building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_7_cost province_modifier = { monthly_income = normal_building_tax_tier_7 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_7 development_growth = normal_building_development_growth_tier_7 } character_modifier = { monthly_influence = 2.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = murex_farm_08 type_icon = "icon_building_murex_farms.dds" ai_value = { base = 4 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } murex_farm_08 = { construction_time = standard_construction_time can_construct_potential = { building_murex_farm_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_8_cost province_modifier = { monthly_income = normal_building_tax_tier_8 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_8 development_growth = normal_building_development_growth_tier_8 } character_modifier = { monthly_influence = 3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_building_murex_farms.dds" ai_value = { base = 3 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } ### paddy_fields paddy_fields_01 = { construction_time = standard_construction_time effect_desc = paddy_fields_effect_desc can_construct_potential = { building_paddy_fields_requirement_terrain = yes } can_construct = { 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 = { monthly_income = good_building_tax_tier_1 } province_terrain_modifier = { terrain = terraced_hills development_growth_factor = 0.02 } province_terrain_modifier = { terrain = floodplains development_growth_factor = 0.02 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = terraced_hills tax_mult = innovation_champa_rice_tax_mult_value_1 levy_size = innovation_champa_rice_levy_size_value_1 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = wetlands tax_mult = innovation_champa_rice_tax_mult_value_1 levy_size = innovation_champa_rice_levy_size_value_1 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = floodplains tax_mult = innovation_champa_rice_tax_mult_value_1 levy_size = innovation_champa_rice_levy_size_value_1 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 2 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.5 monthly_barter_goods = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = paddy_fields_02 type_icon = "building_rice.dds" ai_value = { base = 15 # paddy fields should take priority when possible ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_paddy_fields_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } modifier = { factor = 2 scope:holder.culture = { has_innovation = innovation_champa_rice } } modifier = { factor = 0 scope:holder.culture = { has_innovation = innovation_champa_rice } # this also allows farm estates to be built in rice fields NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } } } paddy_fields_02 = { construction_time = standard_construction_time effect_desc = paddy_fields_effect_desc can_construct_potential = { building_paddy_fields_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost province_modifier = { monthly_income = good_building_tax_tier_2 } province_terrain_modifier = { terrain = terraced_hills development_growth_factor = 0.04 } province_terrain_modifier = { terrain = floodplains development_growth_factor = 0.04 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = terraced_hills tax_mult = innovation_champa_rice_tax_mult_value_1 levy_size = innovation_champa_rice_levy_size_value_1 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = floodplains tax_mult = innovation_champa_rice_tax_mult_value_1 levy_size = innovation_champa_rice_levy_size_value_1 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = wetlands tax_mult = innovation_champa_rice_tax_mult_value_1 levy_size = innovation_champa_rice_levy_size_value_1 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.6 monthly_barter_goods = 0.2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = paddy_fields_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } paddy_fields_03 = { construction_time = standard_construction_time effect_desc = paddy_fields_effect_desc can_construct_potential = { building_paddy_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } } } building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } trigger_else = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } 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 = { monthly_income = good_building_tax_tier_3 } province_terrain_modifier = { terrain = terraced_hills development_growth_factor = 0.06 } province_terrain_modifier = { terrain = floodplains development_growth_factor = 0.06 } county_modifier = { supply_limit = 400 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = terraced_hills tax_mult = innovation_champa_rice_tax_mult_value_2 levy_size = innovation_champa_rice_levy_size_value_2 development_growth_factor = innovation_champa_rice_development_growth_factor_value_2 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = floodplains tax_mult = innovation_champa_rice_tax_mult_value_2 levy_size = innovation_champa_rice_levy_size_value_2 development_growth_factor = innovation_champa_rice_development_growth_factor_value_2 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = wetlands tax_mult = innovation_champa_rice_tax_mult_value_2 levy_size = innovation_champa_rice_levy_size_value_2 development_growth_factor = innovation_champa_rice_development_growth_factor_value_2 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_3 stationed_maa_toughness_mult = normal_maa_toughness_tier_3 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.7 monthly_barter_goods = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = paddy_fields_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } paddy_fields_04 = { construction_time = standard_construction_time effect_desc = paddy_fields_effect_desc can_construct_potential = { building_paddy_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } } } building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } trigger_else = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } 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 = { monthly_income = good_building_tax_tier_4 } province_terrain_modifier = { terrain = terraced_hills development_growth_factor = 0.08 } province_terrain_modifier = { terrain = floodplains development_growth_factor = 0.08 } county_modifier = { supply_limit = 400 development_growth_factor = 0.05 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = terraced_hills tax_mult = innovation_champa_rice_tax_mult_value_2 levy_size = innovation_champa_rice_levy_size_value_2 development_growth_factor = innovation_champa_rice_development_growth_factor_value_2 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = floodplains tax_mult = innovation_champa_rice_tax_mult_value_2 levy_size = innovation_champa_rice_levy_size_value_2 development_growth_factor = innovation_champa_rice_development_growth_factor_value_2 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = wetlands tax_mult = innovation_champa_rice_tax_mult_value_2 levy_size = innovation_champa_rice_levy_size_value_2 development_growth_factor = innovation_champa_rice_development_growth_factor_value_2 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_4 stationed_maa_toughness_mult = normal_maa_toughness_tier_4 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.8 monthly_barter_goods = 0.4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = paddy_fields_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } paddy_fields_05 = { construction_time = standard_construction_time effect_desc = paddy_fields_effect_desc can_construct_potential = { building_paddy_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } } } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } trigger_else = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } scope:holder.culture = { has_innovation = innovation_manorialism } 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 = { monthly_income = good_building_tax_tier_5 } province_terrain_modifier = { terrain = terraced_hills development_growth_factor = 0.12 } province_terrain_modifier = { terrain = floodplains development_growth_factor = 0.12 } county_modifier = { supply_limit = 400 development_growth_factor = 0.05 supply_limit_mult = 0.05 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = terraced_hills tax_mult = innovation_champa_rice_tax_mult_value_3 levy_size = innovation_champa_rice_levy_size_value_3 development_growth_factor = innovation_champa_rice_development_growth_factor_value_3 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = floodplains tax_mult = innovation_champa_rice_tax_mult_value_3 levy_size = innovation_champa_rice_levy_size_value_3 development_growth_factor = innovation_champa_rice_development_growth_factor_value_3 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = wetlands tax_mult = innovation_champa_rice_tax_mult_value_3 levy_size = innovation_champa_rice_levy_size_value_3 development_growth_factor = innovation_champa_rice_development_growth_factor_value_3 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_5 stationed_maa_toughness_mult = normal_maa_toughness_tier_5 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.9 monthly_barter_goods = 0.5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = paddy_fields_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } paddy_fields_06 = { construction_time = standard_construction_time effect_desc = paddy_fields_effect_desc can_construct_potential = { building_paddy_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } } } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } trigger_else = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } scope:holder.culture = { has_innovation = innovation_manorialism } 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 = { monthly_income = good_building_tax_tier_6 } province_terrain_modifier = { terrain = terraced_hills development_growth_factor = 0.16 } province_terrain_modifier = { terrain = floodplains development_growth_factor = 0.16 } county_modifier = { supply_limit = 400 development_growth_factor = 0.05 supply_limit_mult = 0.05 church_holding_build_gold_cost = -0.05 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = terraced_hills tax_mult = innovation_champa_rice_tax_mult_value_3 levy_size = innovation_champa_rice_levy_size_value_3 development_growth_factor = innovation_champa_rice_development_growth_factor_value_3 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = floodplains tax_mult = innovation_champa_rice_tax_mult_value_3 levy_size = innovation_champa_rice_levy_size_value_3 development_growth_factor = innovation_champa_rice_development_growth_factor_value_3 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = wetlands tax_mult = innovation_champa_rice_tax_mult_value_3 levy_size = innovation_champa_rice_levy_size_value_3 development_growth_factor = innovation_champa_rice_development_growth_factor_value_3 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_6 stationed_maa_toughness_mult = normal_maa_toughness_tier_6 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1 monthly_barter_goods = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = paddy_fields_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } paddy_fields_07 = { construction_time = standard_construction_time effect_desc = paddy_fields_effect_desc can_construct_potential = { building_paddy_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } } } building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } scope:holder.culture = { has_innovation = innovation_guilds } 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 = { monthly_income = good_building_tax_tier_7 } province_terrain_modifier = { terrain = terraced_hills development_growth_factor = 0.18 } province_terrain_modifier = { terrain = floodplains development_growth_factor = 0.18 } county_modifier = { levy_reinforcement_rate = 0.05 supply_limit = 400 development_growth_factor = 0.05 supply_limit_mult = 0.05 city_holding_build_gold_cost = -0.05 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = terraced_hills tax_mult = innovation_champa_rice_tax_mult_value_4 levy_size = innovation_champa_rice_levy_size_value_4 development_growth_factor = innovation_champa_rice_development_growth_factor_value_4 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = floodplains tax_mult = innovation_champa_rice_tax_mult_value_4 levy_size = innovation_champa_rice_levy_size_value_4 development_growth_factor = innovation_champa_rice_development_growth_factor_value_4 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = wetlands tax_mult = innovation_champa_rice_tax_mult_value_4 levy_size = innovation_champa_rice_levy_size_value_4 development_growth_factor = innovation_champa_rice_development_growth_factor_value_4 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_7 stationed_maa_toughness_mult = normal_maa_toughness_tier_7 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.1 monthly_barter_goods = 0.7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = paddy_fields_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } paddy_fields_08 = { construction_time = standard_construction_time effect_desc = paddy_fields_effect_desc can_construct_potential = { building_paddy_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } } } building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = rice_cultivators_next_level_paddy_fields } scope:holder.culture = { has_innovation = innovation_guilds } 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 = { monthly_income = good_building_tax_tier_8 } province_terrain_modifier = { terrain = terraced_hills development_growth_factor = 0.20 } province_terrain_modifier = { terrain = floodplains development_growth_factor = 0.20 } county_modifier = { levy_reinforcement_rate = 0.05 supply_limit = 1600 development_growth_factor = 0.05 supply_limit_mult = 0.05 city_holding_build_gold_cost = -0.05 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = terraced_hills tax_mult = innovation_champa_rice_tax_mult_value_4 levy_size = innovation_champa_rice_levy_size_value_4 development_growth_factor = innovation_champa_rice_development_growth_factor_value_4 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = floodplains tax_mult = innovation_champa_rice_tax_mult_value_4 levy_size = innovation_champa_rice_levy_size_value_4 development_growth_factor = innovation_champa_rice_development_growth_factor_value_4 } province_terrain_modifier = { parameter = champa_rice_building_bonuses terrain = wetlands tax_mult = innovation_champa_rice_tax_mult_value_4 levy_size = innovation_champa_rice_levy_size_value_4 development_growth_factor = innovation_champa_rice_development_growth_factor_value_4 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_8 stationed_maa_toughness_mult = normal_maa_toughness_tier_8 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.2 monthly_barter_goods = 0.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } # Spice plantations spice_plantation_01 = { construction_time = standard_construction_time can_construct_potential = { building_spice_plantation_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_1_cost character_modifier = { monthly_prestige = 0.03 } province_modifier = { monthly_income = normal_building_tax_tier_1 } character_government_modifier = { parameter = government_has_influence monthly_influence = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = spice_plantation_02 type_icon = "icon_building_spice_plantation.dds" ai_value = { base = 12 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } modifier = { factor = 2 scope:holder = { government_has_flag = government_is_administrative } } } } spice_plantation_02 = { construction_time = standard_construction_time can_construct_potential = { building_spice_plantation_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_2_cost character_modifier = { monthly_prestige = 0.06 } province_modifier = { monthly_income = normal_building_tax_tier_2 } character_government_modifier = { parameter = government_has_influence monthly_influence = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = spice_plantation_03 type_icon = "icon_building_spice_plantation.dds" ai_value = { base = 9 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } spice_plantation_03 = { construction_time = standard_construction_time can_construct_potential = { building_spice_plantation_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_3_cost character_modifier = { monthly_prestige = 0.09 } province_modifier = { monthly_income = normal_building_tax_tier_3 } character_government_modifier = { parameter = government_has_influence monthly_influence = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = spice_plantation_04 type_icon = "icon_building_spice_plantation.dds" ai_value = { base = 8 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } spice_plantation_04 = { construction_time = standard_construction_time can_construct_potential = { building_spice_plantation_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_4_cost character_modifier = { monthly_prestige = 0.12 legitimacy_gain_mult = 0.01 } province_modifier = { monthly_income = normal_building_tax_tier_4 } character_government_modifier = { parameter = government_has_influence monthly_influence = 1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = spice_plantation_05 type_icon = "icon_building_spice_plantation.dds" ai_value = { base = 7 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } spice_plantation_05 = { construction_time = standard_construction_time can_construct_potential = { building_spice_plantation_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_5_cost character_modifier = { monthly_prestige = 0.15 legitimacy_gain_mult = 0.02 } province_modifier = { monthly_income = normal_building_tax_tier_5 } character_government_modifier = { parameter = government_has_influence monthly_influence = 1.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = spice_plantation_06 type_icon = "icon_building_spice_plantation.dds" ai_value = { base = 6 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } spice_plantation_06 = { construction_time = standard_construction_time can_construct_potential = { building_spice_plantation_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_6_cost character_modifier = { monthly_prestige = 0.18 legitimacy_gain_mult = 0.03 } province_modifier = { monthly_income = normal_building_tax_tier_6 } character_government_modifier = { parameter = government_has_influence monthly_influence = 1.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = spice_plantation_07 type_icon = "icon_building_spice_plantation.dds" ai_value = { base = 5 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } spice_plantation_07 = { construction_time = standard_construction_time can_construct_potential = { building_spice_plantation_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_7_cost character_modifier = { monthly_prestige = 0.21 legitimacy_gain_mult = 0.04 } province_modifier = { monthly_income = normal_building_tax_tier_7 } character_government_modifier = { parameter = government_has_influence monthly_influence = 2.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = spice_plantation_08 type_icon = "icon_building_spice_plantation.dds" ai_value = { base = 4 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } spice_plantation_08 = { construction_time = standard_construction_time can_construct_potential = { building_spice_plantation_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_8_cost character_modifier = { monthly_prestige = 0.24 legitimacy_gain_mult = 0.05 } province_modifier = { monthly_income = normal_building_tax_tier_8 } character_government_modifier = { parameter = government_has_influence monthly_influence = 3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_building_spice_plantation.dds" ai_value = { base = 3 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } # Waterworks # building_waterworks_requirement_terrain = is in India, Southeast Asia, or China, prov is county captain and terrain is NOT mountains or desert mountains waterworks_01 = { construction_time = standard_construction_time can_construct_potential = { building_waterworks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_1_cost province_modifier = { supply_limit_mult = 0.1 tax_mult = low_building_tax_mult_tier_1 levy_size = 0.02 epidemic_resistance = 2 } county_culture_modifier = { parameter = waterworks_additional_bonuses build_gold_cost = -0.01 development_growth_factor = normal_building_development_growth_factor_tier_1 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_1 } character_government_modifier = { parameter = government_has_influence monthly_influence = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = waterworks_02 type_icon = "icon_building_waterworks.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 2 scope:holder.capital_province = this } modifier = { add = 2 scope:holder = { government_has_flag = government_is_administrative # infrastucture, babeyyy } } modifier = { factor = 0 num_buildings < 5 } modifier = { factor = 0 NOR = { has_building_or_higher = farm_estates_01 has_building_or_higher = orchards_01 has_building_or_higher = cereal_fields_01 has_building_or_higher = paddy_fields_01 num_buildings >= 8 } } } } waterworks_02 = { construction_time = standard_construction_time can_construct_potential = { building_waterworks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_2_cost province_modifier = { supply_limit_mult = 0.2 tax_mult = low_building_tax_mult_tier_2 levy_size = 0.04 epidemic_resistance = 4 } county_culture_modifier = { parameter = waterworks_additional_bonuses build_gold_cost = -0.02 development_growth_factor = normal_building_development_growth_factor_tier_2 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_2 } character_government_modifier = { parameter = government_has_influence monthly_influence = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = waterworks_03 type_icon = "icon_building_waterworks.dds" ai_value = { base = 9 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } waterworks_03 = { construction_time = standard_construction_time can_construct_potential = { building_waterworks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_3_cost province_modifier = { supply_limit_mult = 0.3 tax_mult = low_building_tax_mult_tier_3 levy_size = 0.06 epidemic_resistance = 6 } county_culture_modifier = { parameter = waterworks_additional_bonuses build_gold_cost = -0.03 development_growth_factor = normal_building_development_growth_factor_tier_3 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_3 } character_government_modifier = { parameter = government_has_influence monthly_influence = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = waterworks_04 type_icon = "icon_building_waterworks.dds" ai_value = { base = 8 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } waterworks_04 = { construction_time = standard_construction_time can_construct_potential = { building_waterworks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 02 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_4_cost province_modifier = { supply_limit_mult = 0.4 tax_mult = low_building_tax_mult_tier_4 levy_size = 0.08 epidemic_resistance = 8 } county_culture_modifier = { parameter = waterworks_additional_bonuses build_gold_cost = -0.04 development_growth_factor = normal_building_development_growth_factor_tier_4 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_4 } character_government_modifier = { parameter = government_has_influence monthly_influence = 1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = waterworks_05 type_icon = "icon_building_waterworks.dds" ai_value = { base = 7 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } waterworks_05 = { construction_time = standard_construction_time can_construct_potential = { building_waterworks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_5_cost province_modifier = { supply_limit_mult = 0.5 tax_mult = low_building_tax_mult_tier_5 levy_size = 0.1 epidemic_resistance = 10 } county_culture_modifier = { parameter = waterworks_additional_bonuses build_gold_cost = -0.05 development_growth_factor = normal_building_development_growth_factor_tier_5 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_5 } character_government_modifier = { parameter = government_has_influence monthly_influence = 1.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = waterworks_06 type_icon = "icon_building_waterworks.dds" ai_value = { base = 6 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } waterworks_06 = { construction_time = standard_construction_time can_construct_potential = { building_waterworks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 03 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_6_cost province_modifier = { supply_limit_mult = 0.6 tax_mult = low_building_tax_mult_tier_6 levy_size = 0.12 epidemic_resistance = 12 } county_culture_modifier = { parameter = waterworks_additional_bonuses build_gold_cost = -0.06 development_growth_factor = normal_building_development_growth_factor_tier_6 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_6 } character_government_modifier = { parameter = government_has_influence monthly_influence = 1.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = waterworks_07 type_icon = "icon_building_waterworks.dds" ai_value = { base = 5 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } waterworks_07 = { construction_time = standard_construction_time can_construct_potential = { building_waterworks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_7_cost province_modifier = { supply_limit_mult = 0.7 tax_mult = low_building_tax_mult_tier_7 levy_size = 0.14 epidemic_resistance = 14 } county_culture_modifier = { parameter = waterworks_additional_bonuses build_gold_cost = -0.07 development_growth_factor = normal_building_development_growth_factor_tier_7 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_7 } character_government_modifier = { parameter = government_has_influence monthly_influence = 2.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = waterworks_08 type_icon = "icon_building_waterworks.dds" ai_value = { base = 4 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } waterworks_08 = { construction_time = standard_construction_time can_construct_potential = { building_waterworks_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 04 } } is_enabled = { } can_construct_showing_failures_only = { building_requirement_tribal = no county = { NOT = { has_county_modifier = backwater_county_modifier } } } can_construct = { } cost_gold = normal_building_tier_8_cost province_modifier = { supply_limit_mult = 1 tax_mult = low_building_tax_mult_tier_8 levy_size = 0.16 epidemic_resistance = 16 } county_culture_modifier = { parameter = waterworks_additional_bonuses build_gold_cost = -0.08 development_growth_factor = normal_building_development_growth_factor_tier_8 } county_modifier = { development_growth_factor = normal_building_development_growth_factor_tier_8 } character_government_modifier = { parameter = government_has_influence monthly_influence = 3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_building_waterworks.dds" ai_value = { base = 3 ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } ### Trade Port common_tradeport_01 = { construction_time = quick_construction_time can_construct_potential = { building_common_tradeport_requirement_terrain = yes trigger_if = { # Sometimes tribals can into botes limit = { NOT = { culture = { has_cultural_parameter = trade_ports_enabled_for_tribals } } } building_requirement_castle_city_church = { LEVEL = 01 } } trigger_else = { OR = { has_building_or_higher = tribe_01 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 = { monthly_income = normal_building_tax_tier_1 } county_modifier = { development_growth_factor = 0.05 } county_culture_modifier = { parameter = trade_ports_give_control_growth monthly_county_control_growth_add = 0.1 } province_culture_modifier = { parameter = trade_ports_give_levies levy_size = 0.02 } province_culture_modifier = { parameter = trade_ports_stationed_maa_bonus stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = common_tradeport_02 type_icon = "icon_building_tradeport.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { add = 5 culture = { has_cultural_parameter = trade_ports_enabled_for_tribals } } modifier = { add = 5 culture = { has_cultural_parameter = trade_ports_stationed_maa_bonus } } modifier = { factor = 2 AND = { building_watermills_requirement_terrain = yes building_windmills_requirement_terrain = 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 } } } } common_tradeport_02 = { construction_time = quick_construction_time can_construct_potential = { building_common_tradeport_requirement_terrain = yes trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = trade_ports_enabled_for_tribals } } } building_requirement_castle_city_church = { LEVEL = 01 } } trigger_else = { OR = { has_building_or_higher = tribe_01 building_requirement_castle_city_church = { LEVEL = 01 } } } trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_trade_ports } } } culture = { has_innovation = innovation_crop_rotation } } trigger_else = { culture = { has_cultural_parameter = next_level_trade_ports } } } can_construct_showing_failures_only = { # building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost province_modifier = { monthly_income = normal_building_tax_tier_2 } county_modifier = { development_growth_factor = 0.1 } county_culture_modifier = { parameter = trade_ports_give_control_growth monthly_county_control_growth_add = 0.1 } province_culture_modifier = { parameter = trade_ports_give_levies levy_size = 0.04 } province_culture_modifier = { parameter = trade_ports_stationed_maa_bonus stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = common_tradeport_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } common_tradeport_03 = { construction_time = quick_construction_time can_construct_potential = { building_common_tradeport_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_trade_ports } } } culture = { has_innovation = innovation_manorialism } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_innovation = innovation_crop_rotation } culture = { has_cultural_parameter = next_level_trade_ports } building_requirement_castle_city_church = { LEVEL = 01 } } } is_enabled = { building_requirement_tribal = no } can_construct_showing_failures_only = { # building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost province_modifier = { monthly_income = normal_building_tax_tier_3 } county_modifier = { development_growth_factor = 0.15 } county_culture_modifier = { parameter = trade_ports_give_control_growth monthly_county_control_growth_add = 0.15 } province_culture_modifier = { parameter = trade_ports_give_levies levy_size = 0.06 } province_culture_modifier = { parameter = trade_ports_stationed_maa_bonus stationed_maa_toughness_mult = normal_maa_toughness_tier_3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = common_tradeport_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } common_tradeport_04 = { construction_time = quick_construction_time can_construct_potential = { building_common_tradeport_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_trade_ports } } } culture = { has_innovation = innovation_manorialism } building_requirement_castle_city_church = { LEVEL = 02 } } trigger_else = { culture = { has_innovation = innovation_crop_rotation } culture = { has_cultural_parameter = next_level_trade_ports } 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 = { monthly_income = normal_building_tax_tier_4 } county_modifier = { development_growth_factor = 0.2 } county_culture_modifier = { parameter = trade_ports_give_control_growth monthly_county_control_growth_add = 0.15 } province_culture_modifier = { parameter = trade_ports_give_levies levy_size = 0.08 } character_culture_modifier = { parameter = trade_ports_give_levies men_at_arms_limit = 1 } province_culture_modifier = { parameter = trade_ports_stationed_maa_bonus stationed_maa_toughness_mult = normal_maa_toughness_tier_4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = common_tradeport_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } common_tradeport_05 = { construction_time = quick_construction_time can_construct_potential = { building_common_tradeport_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_trade_ports } } } culture = { has_innovation = innovation_guilds } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_innovation = innovation_manorialism } culture = { has_cultural_parameter = next_level_trade_ports } 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 = { monthly_income = normal_building_tax_tier_5 } county_modifier = { development_growth_factor = 0.25 } county_culture_modifier = { parameter = trade_ports_give_control_growth monthly_county_control_growth_add = 0.2 } province_culture_modifier = { parameter = trade_ports_give_levies levy_size = 0.1 } character_culture_modifier = { parameter = trade_ports_give_levies men_at_arms_limit = 1 } province_culture_modifier = { parameter = trade_ports_stationed_maa_bonus stationed_maa_toughness_mult = normal_maa_toughness_tier_5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = common_tradeport_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } common_tradeport_06 = { construction_time = quick_construction_time can_construct_potential = { building_common_tradeport_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_trade_ports } } } culture = { has_innovation = innovation_guilds } building_requirement_castle_city_church = { LEVEL = 03 } } trigger_else = { culture = { has_innovation = innovation_manorialism } culture = { has_cultural_parameter = next_level_trade_ports } 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 = { monthly_income = normal_building_tax_tier_6 } county_modifier = { development_growth_factor = 0.3 } county_culture_modifier = { parameter = trade_ports_give_control_growth monthly_county_control_growth_add = 0.2 } province_culture_modifier = { parameter = trade_ports_give_levies levy_size = 0.12 } character_culture_modifier = { parameter = trade_ports_give_levies men_at_arms_limit = 2 } province_culture_modifier = { parameter = trade_ports_stationed_maa_bonus stationed_maa_toughness_mult = normal_maa_toughness_tier_6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = common_tradeport_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } common_tradeport_07 = { construction_time = quick_construction_time can_construct_potential = { building_common_tradeport_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_trade_ports } } } culture = { has_innovation = innovation_cranes } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_innovation = innovation_guilds } culture = { has_cultural_parameter = next_level_trade_ports } 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 = { monthly_income = normal_building_tax_tier_7 } county_modifier = { development_growth_factor = 0.35 } county_culture_modifier = { parameter = trade_ports_give_control_growth monthly_county_control_growth_add = 0.25 } province_culture_modifier = { parameter = trade_ports_give_levies levy_size = 0.14 } character_culture_modifier = { parameter = trade_ports_give_levies men_at_arms_limit = 2 } province_culture_modifier = { parameter = trade_ports_stationed_maa_bonus stationed_maa_toughness_mult = normal_maa_toughness_tier_7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = common_tradeport_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } common_tradeport_08 = { construction_time = quick_construction_time can_construct_potential = { building_common_tradeport_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { culture = { has_cultural_parameter = next_level_trade_ports } } } culture = { has_innovation = innovation_cranes } building_requirement_castle_city_church = { LEVEL = 04 } } trigger_else = { culture = { has_innovation = innovation_guilds } culture = { has_cultural_parameter = next_level_trade_ports } 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 = { monthly_income = normal_building_tax_tier_8 } county_modifier = { development_growth_factor = 0.4 } county_culture_modifier = { parameter = trade_ports_give_control_growth monthly_county_control_growth_add = 0.25 } province_culture_modifier = { parameter = trade_ports_give_levies levy_size = 0.16 } character_culture_modifier = { parameter = trade_ports_give_levies men_at_arms_limit = 3 } province_culture_modifier = { parameter = trade_ports_stationed_maa_bonus stationed_maa_toughness_mult = normal_maa_toughness_tier_8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### Pastures pastures_01 = { construction_time = quick_construction_time can_construct_potential = { building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } show_disabled = yes cost_gold = normal_building_tier_1_cost levy = small_building_levy_tier_1 province_modifier = { monthly_income = normal_building_tax_tier_1 supply_limit = normal_building_supply_limit_tier_1 } character_culture_modifier = { parameter = pastures_building_bonuses light_cavalry_maintenance_mult = -0.01 } province_culture_modifier = { parameter = pastures_building_bonuses defender_holding_advantage = normal_building_advantage_tier_1 tax_mult = 0.01 levy_size = 0.01 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.01 levy_size = 0.01 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.5 monthly_barter_goods = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = pastures_02 type_icon = "icon_building_pastures.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_pasture_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture ai_general_building_modifier = yes directive_to_build_economy_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 } } modifier = { factor = 4 culture = { has_cultural_parameter = farm_estates_pastures_unlock } } } } pastures_02 = { construction_time = quick_construction_time can_construct_potential = { building_pastures_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost levy = small_building_levy_tier_2 province_modifier = { monthly_income = normal_building_tax_tier_2 supply_limit = normal_building_supply_limit_tier_2 } character_culture_modifier = { parameter = pastures_building_bonuses light_cavalry_maintenance_mult = -0.02 } province_culture_modifier = { parameter = pastures_building_bonuses defender_holding_advantage = normal_building_advantage_tier_2 tax_mult = 0.01 levy_size = 0.01 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.01 levy_size = 0.01 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.6 monthly_barter_goods = 0.2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = pastures_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } pastures_03 = { construction_time = quick_construction_time can_construct_potential = { building_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost levy = small_building_levy_tier_3 province_modifier = { monthly_income = normal_building_tax_tier_3 supply_limit = normal_building_supply_limit_tier_3 levy_reinforcement_rate = 0.1 } character_culture_modifier = { parameter = pastures_building_bonuses light_cavalry_maintenance_mult = -0.03 } province_culture_modifier = { parameter = pastures_building_bonuses defender_holding_advantage = normal_building_advantage_tier_3 tax_mult = 0.02 levy_size = 0.02 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.02 levy_size = 0.02 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.7 monthly_barter_goods = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = pastures_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } pastures_04 = { construction_time = quick_construction_time can_construct_potential = { building_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost levy = small_building_levy_tier_4 province_modifier = { monthly_income = normal_building_tax_tier_4 supply_limit = normal_building_supply_limit_tier_4 levy_reinforcement_rate = 0.1 } county_modifier = { development_growth_factor = 0.02 } character_culture_modifier = { parameter = pastures_building_bonuses light_cavalry_maintenance_mult = -0.04 } province_culture_modifier = { parameter = pastures_building_bonuses defender_holding_advantage = normal_building_advantage_tier_4 tax_mult = 0.02 levy_size = 0.02 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.02 levy_size = 0.02 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.8 monthly_barter_goods = 0.4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = pastures_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } pastures_05 = { construction_time = quick_construction_time can_construct_potential = { building_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost levy = small_building_levy_tier_5 province_modifier = { monthly_income = normal_building_tax_tier_5 supply_limit = normal_building_supply_limit_tier_5 levy_reinforcement_rate = 0.1 garrison_size = 0.05 } character_culture_modifier = { parameter = pastures_building_bonuses light_cavalry_maintenance_mult = -0.05 } province_culture_modifier = { parameter = pastures_building_bonuses defender_holding_advantage = normal_building_advantage_tier_5 tax_mult = 0.03 levy_size = 0.03 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.03 levy_size = 0.03 } county_modifier = { development_growth_factor = 0.02 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.9 monthly_barter_goods = 0.5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = pastures_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } pastures_06 = { construction_time = quick_construction_time can_construct_potential = { building_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost levy = small_building_levy_tier_6 province_modifier = { monthly_income = normal_building_tax_tier_6 supply_limit = normal_building_supply_limit_tier_6 levy_reinforcement_rate = 0.1 garrison_size = 0.05 } county_modifier = { development_growth_factor = 0.02 county_opinion_add = 2 } character_culture_modifier = { parameter = pastures_building_bonuses light_cavalry_maintenance_mult = -0.06 } province_culture_modifier = { parameter = pastures_building_bonuses defender_holding_advantage = normal_building_advantage_tier_6 tax_mult = 0.03 levy_size = 0.03 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.03 levy_size = 0.03 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1 monthly_barter_goods = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = pastures_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } pastures_07 = { construction_time = quick_construction_time can_construct_potential = { building_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost levy = small_building_levy_tier_7 province_modifier = { monthly_income = normal_building_tax_tier_7 supply_limit = normal_building_supply_limit_tier_7 levy_reinforcement_rate = 0.1 garrison_size = 0.05 } county_modifier = { development_growth_factor = 0.02 county_opinion_add = 2 } character_culture_modifier = { parameter = pastures_building_bonuses light_cavalry_maintenance_mult = -0.07 } province_culture_modifier = { parameter = pastures_building_bonuses defender_holding_advantage = normal_building_advantage_tier_7 tax_mult = 0.04 levy_size = 0.04 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.04 levy_size = 0.04 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.1 monthly_barter_goods = 0.7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = pastures_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } pastures_08 = { construction_time = quick_construction_time can_construct_potential = { building_pastures_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost levy = small_building_levy_tier_8 province_modifier = { monthly_income = normal_building_tax_tier_8 supply_limit = normal_building_supply_limit_tier_8 levy_reinforcement_rate = 0.15 garrison_size = 0.05 } county_modifier = { development_growth_factor = 0.02 county_opinion_add = 2 } character_culture_modifier = { parameter = pastures_building_bonuses light_cavalry_maintenance_mult = -0.08 } province_culture_modifier = { parameter = pastures_building_bonuses defender_holding_advantage = normal_building_advantage_tier_8 tax_mult = 0.04 levy_size = 0.04 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.04 levy_size = 0.04 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.2 monthly_barter_goods = 0.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### hunting_grounds hunting_grounds_01 = { construction_time = quick_construction_time effect_desc = hunting_grounds_desc can_construct_potential = { building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } show_disabled = yes cost_gold = cheap_building_tier_1_cost levy = poor_building_levy_tier_1 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_1 monthly_income = poor_building_tax_tier_1 hostile_raid_time = 0.1 } character_culture_modifier = { parameter = hunting_archery_building_bonuses archers_maintenance_mult = -0.01 archers_recruitment_cost_mult = -0.01 } province_culture_modifier = { parameter = hunting_archery_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_1 stationed_archers_toughness_mult = low_maa_toughness_tier_1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hunting_grounds_02 type_icon = "icon_building_hunting_grounds.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_hunting_grounds_improvement_from_culture_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 0 building_cereal_fields_requirement_terrain = yes NOT = { has_building_or_higher = cereal_fields_01 } } modifier = { factor = 0 scope:holder = { government_has_flag = government_is_republic } NOT = { has_building_or_higher = guild_halls_01 } } } } hunting_grounds_02 = { construction_time = quick_construction_time effect_desc = hunting_grounds_desc can_construct_potential = { building_hunting_grounds_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } show_disabled = yes cost_gold = cheap_building_tier_2_cost levy = poor_building_levy_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_2 monthly_income = poor_building_tax_tier_2 hostile_raid_time = 0.2 } character_culture_modifier = { parameter = hunting_archery_building_bonuses archers_maintenance_mult = -0.02 archers_recruitment_cost_mult = -0.02 } province_culture_modifier = { parameter = hunting_archery_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_2 stationed_archers_toughness_mult = low_maa_toughness_tier_2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hunting_grounds_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } hunting_grounds_03 = { construction_time = quick_construction_time effect_desc = hunting_grounds_desc can_construct_potential = { building_hunting_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } show_disabled = yes cost_gold = cheap_building_tier_3_cost levy = poor_building_levy_tier_3 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 monthly_income = poor_building_tax_tier_3 hostile_raid_time = 0.3 } character_culture_modifier = { parameter = hunting_archery_building_bonuses archers_maintenance_mult = -0.02 archers_recruitment_cost_mult = -0.02 } province_culture_modifier = { parameter = hunting_archery_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_3 stationed_archers_toughness_mult = low_maa_toughness_tier_3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hunting_grounds_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hunting_grounds_04 = { construction_time = quick_construction_time effect_desc = hunting_grounds_desc can_construct_potential = { building_hunting_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } show_disabled = yes cost_gold = cheap_building_tier_4_cost levy = poor_building_levy_tier_4 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_4 monthly_income = poor_building_tax_tier_4 hostile_raid_time = 0.4 } character_culture_modifier = { parameter = hunting_archery_building_bonuses archers_maintenance_mult = -0.03 archers_recruitment_cost_mult = -0.03 } province_culture_modifier = { parameter = hunting_archery_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_4 stationed_archers_toughness_mult = low_maa_toughness_tier_4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hunting_grounds_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hunting_grounds_05 = { construction_time = quick_construction_time effect_desc = hunting_grounds_desc can_construct_potential = { building_hunting_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } show_disabled = yes cost_gold = cheap_building_tier_5_cost levy = poor_building_levy_tier_5 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_5 monthly_income = poor_building_tax_tier_5 hostile_raid_time = 0.5 } character_modifier = { men_at_arms_maintenance = -0.01 } character_culture_modifier = { parameter = hunting_archery_building_bonuses archers_maintenance_mult = -0.03 archers_recruitment_cost_mult = -0.03 } province_culture_modifier = { parameter = hunting_archery_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_5 stationed_archers_toughness_mult = low_maa_toughness_tier_5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hunting_grounds_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hunting_grounds_06 = { construction_time = quick_construction_time effect_desc = hunting_grounds_desc can_construct_potential = { building_hunting_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } show_disabled = yes cost_gold = cheap_building_tier_6_cost levy = poor_building_levy_tier_6 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_6 monthly_income = poor_building_tax_tier_6 hostile_raid_time = 0.6 } character_modifier = { men_at_arms_maintenance = -0.01 } character_culture_modifier = { parameter = hunting_archery_building_bonuses archers_maintenance_mult = -0.03 archers_recruitment_cost_mult = -0.03 } province_culture_modifier = { parameter = hunting_archery_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_6 stationed_archers_toughness_mult = low_maa_toughness_tier_6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hunting_grounds_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hunting_grounds_07 = { construction_time = quick_construction_time effect_desc = hunting_grounds_desc can_construct_potential = { building_hunting_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } show_disabled = yes cost_gold = cheap_building_tier_7_cost levy = poor_building_levy_tier_7 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_7 monthly_income = poor_building_tax_tier_7 hostile_raid_time = 0.7 } character_modifier = { men_at_arms_maintenance = -0.01 } character_culture_modifier = { parameter = hunting_archery_building_bonuses archers_maintenance_mult = -0.04 archers_recruitment_cost_mult = -0.04 } province_culture_modifier = { parameter = hunting_archery_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_7 stationed_archers_toughness_mult = low_maa_toughness_tier_7 } county_modifier = { development_growth_factor = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hunting_grounds_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hunting_grounds_08 = { construction_time = quick_construction_time effect_desc = hunting_grounds_desc can_construct_potential = { building_hunting_grounds_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } can_construct_showing_failures_only = { building_requirement_tribal = no } is_enabled = { scope:holder.culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } culture = { NOT = { has_cultural_parameter = vegetarian_building_ban } } } show_disabled = yes cost_gold = cheap_building_tier_8_cost levy = poor_building_levy_tier_8 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_8 monthly_income = poor_building_tax_tier_8 hostile_raid_time = 0.8 } character_modifier = { men_at_arms_maintenance = -0.01 } character_culture_modifier = { parameter = hunting_archery_building_bonuses archers_maintenance_mult = -0.04 archers_recruitment_cost_mult = -0.04 } province_culture_modifier = { parameter = hunting_archery_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_8 stationed_archers_toughness_mult = low_maa_toughness_tier_8 } county_modifier = { development_growth_factor = 0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### orchards orchards_01 = { construction_time = standard_construction_time effect_desc = orchards_effect_desc can_construct_potential = { building_orchards_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 province_modifier = { monthly_income = normal_building_tax_tier_1 } county_modifier = { development_growth_factor = 0.05 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.01 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.5 monthly_barter_goods = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = orchards_02 type_icon = "icon_building_orchards.dds" ai_value = { base = 15 # Significantly higher than normal, they're just that good ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_orchard_improvement_from_culture_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 2 AND = { building_watermills_requirement_terrain = yes building_windmills_requirement_terrain = yes } } modifier = { factor = 2 culture = { has_cultural_parameter = vegetarian_fruit_orchard_allowed } } } } orchards_02 = { construction_time = standard_construction_time effect_desc = orchards_effect_desc can_construct_potential = { building_orchards_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost levy = small_building_levy_tier_2 province_modifier = { monthly_income = normal_building_tax_tier_2 levy_reinforcement_rate = 0.1 } county_modifier = { development_growth_factor = 0.1 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.02 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.6 monthly_barter_goods = 0.2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = orchards_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } orchards_03 = { construction_time = standard_construction_time effect_desc = orchards_effect_desc can_construct_potential = { building_orchards_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost levy = small_building_levy_tier_3 province_modifier = { monthly_income = normal_building_tax_tier_3 levy_reinforcement_rate = 0.1 supply_limit_mult = 0.1 } county_modifier = { development_growth_factor = 0.15 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.03 supply_limit_mult = 0.1 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.7 monthly_barter_goods = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = orchards_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } orchards_04 = { construction_time = standard_construction_time effect_desc = orchards_effect_desc can_construct_potential = { building_orchards_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost levy = small_building_levy_tier_4 province_modifier = { monthly_income = normal_building_tax_tier_4 levy_reinforcement_rate = 0.1 supply_limit_mult = 0.1 } county_modifier = { development_growth_factor = 0.2 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.04 supply_limit_mult = 0.1 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.8 monthly_barter_goods = 0.4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = orchards_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } orchards_05 = { construction_time = standard_construction_time effect_desc = orchards_effect_desc can_construct_potential = { building_orchards_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost levy = small_building_levy_tier_5 province_modifier = { monthly_income = normal_building_tax_tier_5 levy_reinforcement_rate = 0.1 supply_limit_mult = 0.1 } county_modifier = { development_growth_factor = 0.25 levy_size = 0.02 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.05 supply_limit_mult = 0.1 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.9 monthly_barter_goods = 0.5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = orchards_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } orchards_06 = { construction_time = standard_construction_time effect_desc = orchards_effect_desc can_construct_potential = { building_orchards_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost levy = small_building_levy_tier_6 province_modifier = { monthly_income = normal_building_tax_tier_6 supply_limit = 1000 levy_reinforcement_rate = 0.1 supply_limit_mult = 0.1 } county_modifier = { development_growth_factor = 0.3 levy_size = 0.02 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.06 supply_limit_mult = 0.1 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1 monthly_barter_goods = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = orchards_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } orchards_07 = { construction_time = standard_construction_time effect_desc = orchards_effect_desc can_construct_potential = { building_orchards_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost levy = small_building_levy_tier_7 province_modifier = { monthly_income = normal_building_tax_tier_7 supply_limit = 1000 levy_reinforcement_rate = 0.1 supply_limit_mult = 0.1 } county_modifier = { development_growth_factor = 0.35 levy_size = 0.02 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.07 supply_limit_mult = 0.1 } character_modifier = { monthly_prestige = 0.1 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.1 monthly_barter_goods = 0.7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = orchards_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } orchards_08 = { construction_time = standard_construction_time effect_desc = orchards_effect_desc can_construct_potential = { building_orchards_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost levy = small_building_levy_tier_8 province_modifier = { monthly_income = normal_building_tax_tier_8 supply_limit = 1000 levy_reinforcement_rate = 0.1 supply_limit_mult = 0.1 } county_modifier = { development_growth_factor = 0.4 levy_size = 0.02 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.08 supply_limit_mult = 0.1 } character_modifier = { monthly_prestige = 0.1 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.2 monthly_barter_goods = 0.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### farm estates farm_estates_01 = { construction_time = slow_construction_time effect_desc = farm_estates_effect_desc can_construct_potential = { OR = { AND = { building_farm_estates_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } AND = { has_building_or_higher = pastures_04 culture = { has_cultural_parameter = farm_estates_pastures_unlock } } AND = { building_paddy_fields_requirement_terrain = yes scope:holder.culture = { has_innovation = innovation_champa_rice } building_requirement_castle_city_church = { LEVEL = 01 } } } } can_construct_showing_failures_only = { building_requirement_tribal = no OR = { building_farm_estates_requirement_terrain = yes AND = { has_building_or_higher = pastures_04 culture = { has_cultural_parameter = farm_estates_pastures_unlock } } building_paddy_fields_requirement_terrain = yes } } cost_gold = normal_building_tier_1_cost province_modifier = { monthly_income = excellent_building_tax_tier_1 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.02 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 2 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.5 monthly_barter_goods = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = farm_estates_02 type_icon = "icon_building_farm_estates.dds" ai_value = { base = 15 # Significantly higher than normal, they're just that good ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_farm_estate_improvement_from_culture_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { factor = 2 AND = { building_watermills_requirement_terrain = yes building_windmills_requirement_terrain = yes } } } } farm_estates_02 = { construction_time = slow_construction_time effect_desc = farm_estates_effect_desc can_construct_potential = { OR = { AND = { building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } building_farm_estates_requirement_terrain = yes } AND = { has_building_or_higher = pastures_04 culture = { has_cultural_parameter = farm_estates_pastures_unlock } } AND = { building_paddy_fields_requirement_terrain = yes scope:holder.culture = { has_innovation = innovation_champa_rice } building_requirement_castle_city_church = { LEVEL = 01 } } } } can_construct_showing_failures_only = { building_requirement_tribal = no OR = { building_farm_estates_requirement_terrain = yes AND = { has_building_or_higher = pastures_04 culture = { has_cultural_parameter = farm_estates_pastures_unlock } } building_paddy_fields_requirement_terrain = yes } } cost_gold = normal_building_tier_2_cost province_modifier = { monthly_income = excellent_building_tax_tier_2 supply_limit_mult = 0.15 supply_limit = 500 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.03 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 4 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.6 monthly_barter_goods = 0.2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = farm_estates_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } farm_estates_03 = { construction_time = slow_construction_time effect_desc = farm_estates_effect_desc can_construct_potential = { farm_estates_3_4_trigger = yes } can_construct_showing_failures_only = { building_requirement_tribal = no OR = { building_farm_estates_requirement_terrain = yes AND = { has_building_or_higher = pastures_04 culture = { has_cultural_parameter = farm_estates_pastures_unlock } } building_paddy_fields_requirement_terrain = yes } } cost_gold = normal_building_tier_3_cost province_modifier = { monthly_income = excellent_building_tax_tier_3 supply_limit_mult = 0.15 supply_limit = 500 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.04 } county_modifier = { development_growth_factor = 0.02 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 6 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.7 monthly_barter_goods = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = farm_estates_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } farm_estates_04 = { construction_time = slow_construction_time effect_desc = farm_estates_effect_desc can_construct_potential = { farm_estates_3_4_trigger = yes } can_construct_showing_failures_only = { building_requirement_tribal = no OR = { building_farm_estates_requirement_terrain = yes AND = { has_building_or_higher = pastures_04 culture = { has_cultural_parameter = farm_estates_pastures_unlock } } building_paddy_fields_requirement_terrain = yes } } cost_gold = normal_building_tier_4_cost province_modifier = { monthly_income = excellent_building_tax_tier_4 supply_limit_mult = 0.15 supply_limit = 1000 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.05 } county_modifier = { development_growth_factor = 0.02 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.8 monthly_barter_goods = 0.4 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = farm_estates_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } farm_estates_05 = { construction_time = slow_construction_time effect_desc = farm_estates_effect_desc can_construct_potential = { OR = { building_farm_estates_requirement_terrain = yes AND = { building_paddy_fields_requirement_terrain = yes scope:holder.culture = { has_innovation = innovation_champa_rice } } } } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no OR = { terrain = farmlands building_paddy_fields_requirement_terrain = yes } } cost_gold = normal_building_tier_5_cost province_modifier = { monthly_income = excellent_building_tax_tier_5 supply_limit_mult = 0.15 levy_size = 0.05 supply_limit = 1000 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.06 } county_modifier = { development_growth_factor = 0.02 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 10 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.9 monthly_barter_goods = 0.5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = farm_estates_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } farm_estates_06 = { construction_time = slow_construction_time effect_desc = farm_estates_effect_desc can_construct_potential = { OR = { building_farm_estates_requirement_terrain = yes AND = { building_paddy_fields_requirement_terrain = yes scope:holder.culture = { has_innovation = innovation_champa_rice } } } } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no OR = { terrain = farmlands building_paddy_fields_requirement_terrain = yes } } cost_gold = normal_building_tier_6_cost province_modifier = { monthly_income = excellent_building_tax_tier_6 supply_limit_mult = 0.15 levy_size = 0.05 supply_limit = 1000 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.06 } county_modifier = { development_growth_factor = 0.05 tax_mult = 0.01 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 12 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1 monthly_barter_goods = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = farm_estates_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } farm_estates_07 = { construction_time = slow_construction_time effect_desc = farm_estates_effect_desc can_construct_potential = { OR = { building_farm_estates_requirement_terrain = yes AND = { building_paddy_fields_requirement_terrain = yes scope:holder.culture = { has_innovation = innovation_champa_rice } } } } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no OR = { terrain = farmlands building_paddy_fields_requirement_terrain = yes } } cost_gold = normal_building_tier_7_cost province_modifier = { monthly_income = excellent_building_tax_tier_7 supply_limit_mult = 0.15 levy_size = 0.05 supply_limit = 1000 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.07 } county_modifier = { development_growth_factor = 0.05 tax_mult = 0.01 monthly_county_control_growth_add = 0.2 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 14 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.1 monthly_barter_goods = 0.7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = farm_estates_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } farm_estates_08 = { construction_time = slow_construction_time effect_desc = farm_estates_effect_desc can_construct_potential = { OR = { building_farm_estates_requirement_terrain = yes AND = { building_paddy_fields_requirement_terrain = yes scope:holder.culture = { has_innovation = innovation_champa_rice } } } } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no OR = { terrain = farmlands building_paddy_fields_requirement_terrain = yes } } cost_gold = normal_building_tier_8_cost province_modifier = { monthly_income = excellent_building_tax_tier_8 supply_limit_mult = 0.15 levy_size = 0.05 supply_limit = 1000 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.08 } county_modifier = { development_growth_factor = 0.05 tax_mult = 0.02 monthly_county_control_growth_add = 0.2 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 16 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.2 monthly_barter_goods = 0.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### cereal_fields cereal_fields_01 = { construction_time = standard_construction_time effect_desc = cereal_fields_effect_desc can_construct_potential = { building_cereal_fields_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 = { monthly_income = good_building_tax_tier_1 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.02 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 2 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.5 monthly_barter_goods = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = cereal_fields_02 type_icon = "icon_building_cereal_fields.dds" ai_value = { base = 12 # A little bit higher than normal, they're just that good ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_cereal_fields_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture ai_general_building_modifier = yes directive_to_build_economy_modifier = yes modifier = { add = 6 county = { has_county_modifier = fertile_desert_mountains_modifier } } modifier = { factor = 2 AND = { building_watermills_requirement_terrain = yes building_windmills_requirement_terrain = 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 } } } } cereal_fields_02 = { construction_time = standard_construction_time effect_desc = cereal_fields_effect_desc can_construct_potential = { building_cereal_fields_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields } } } scope:holder.culture = { has_innovation = innovation_crop_rotation } } trigger_else = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields } } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost province_modifier = { monthly_income = good_building_tax_tier_2 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.03 } county_modifier = { tax_mult = 0.01 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 4 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.6 monthly_barter_goods = 0.2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = cereal_fields_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } cereal_fields_03 = { construction_time = standard_construction_time effect_desc = cereal_fields_effect_desc can_construct_potential = { building_cereal_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields } } } building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } trigger_else = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields has_innovation = innovation_crop_rotation } 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 = { monthly_income = good_building_tax_tier_3 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.04 } county_modifier = { tax_mult = 0.01 supply_limit = 400 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_3 stationed_maa_toughness_mult = normal_maa_toughness_tier_3 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 6 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.7 monthly_barter_goods = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = cereal_fields_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } cereal_fields_04 = { construction_time = standard_construction_time effect_desc = cereal_fields_effect_desc can_construct_potential = { building_cereal_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields } } } building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } trigger_else = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields has_innovation = innovation_crop_rotation } 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 = { monthly_income = good_building_tax_tier_4 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.05 } county_modifier = { tax_mult = 0.01 supply_limit = 400 development_growth_factor = 0.05 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_4 stationed_maa_toughness_mult = normal_maa_toughness_tier_4 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 8 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.8 monthly_barter_goods = 0.4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = cereal_fields_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } cereal_fields_05 = { construction_time = standard_construction_time effect_desc = cereal_fields_effect_desc can_construct_potential = { building_cereal_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields } } } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } trigger_else = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields has_innovation = innovation_manorialism } 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 = { monthly_income = good_building_tax_tier_5 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.06 } county_modifier = { tax_mult = 0.01 supply_limit = 400 development_growth_factor = 0.05 supply_limit_mult = 0.05 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_5 stationed_maa_toughness_mult = normal_maa_toughness_tier_5 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 10 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.9 monthly_barter_goods = 0.5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = cereal_fields_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } cereal_fields_06 = { construction_time = standard_construction_time effect_desc = cereal_fields_effect_desc can_construct_potential = { building_cereal_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields } } } building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } trigger_else = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields has_innovation = innovation_manorialism } 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 = { monthly_income = good_building_tax_tier_6 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.07 } county_modifier = { tax_mult = 0.01 supply_limit = 400 development_growth_factor = 0.05 supply_limit_mult = 0.05 church_holding_build_gold_cost = -0.05 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_6 stationed_maa_toughness_mult = normal_maa_toughness_tier_6 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 12 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1 monthly_barter_goods = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = cereal_fields_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } cereal_fields_07 = { construction_time = standard_construction_time effect_desc = cereal_fields_effect_desc can_construct_potential = { building_cereal_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields } } } building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields has_innovation = innovation_guilds } 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 = { monthly_income = good_building_tax_tier_7 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.08 } county_modifier = { levy_reinforcement_rate = 0.05 tax_mult = 0.01 supply_limit = 400 development_growth_factor = 0.05 supply_limit_mult = 0.05 church_holding_build_gold_cost = -0.05 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_7 stationed_maa_toughness_mult = normal_maa_toughness_tier_7 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 14 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.1 monthly_barter_goods = 0.7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = cereal_fields_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } cereal_fields_08 = { construction_time = standard_construction_time effect_desc = cereal_fields_effect_desc can_construct_potential = { building_cereal_fields_requirement_terrain = yes } can_construct = { trigger_if = { limit = { NOT = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields } } } building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } trigger_else = { scope:holder.culture = { has_cultural_parameter = vegetarian_next_level_cereal_fields has_innovation = innovation_guilds } 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 = { monthly_income = good_building_tax_tier_8 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.09 } county_modifier = { levy_reinforcement_rate = 0.05 tax_mult = 0.02 supply_limit = 1600 development_growth_factor = 0.05 supply_limit_mult = 0.05 church_holding_build_gold_cost = -0.05 } province_culture_modifier = { parameter = collective_lands_farms_bonuses stationed_maa_damage_mult = normal_maa_damage_tier_8 stationed_maa_toughness_mult = normal_maa_toughness_tier_8 } province_culture_modifier = { parameter = brewery_farming_bonus county_opinion_add = 16 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.2 monthly_barter_goods = 0.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### logging_camps logging_camps_01 = { construction_time = standard_construction_time effect_desc = logging_camps_desc can_construct_potential = { building_logging_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 province_modifier = { monthly_income = normal_building_tax_tier_1 build_speed = good_building_build_speed_tier_1 } province_culture_modifier = { parameter = logging_camps_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_1 stationed_skirmishers_damage_mult = low_maa_damage_tier_1 } county_culture_modifier = { parameter = logging_camps_building_bonuses build_speed = -0.02 build_gold_cost = -0.01 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = logging_camps_02 type_icon = "icon_building_logging_camps.dds" ai_value = { base = 12 # A little bit higher than normal, they're very handy for further development ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_logging_camp_improvement_from_culture_modifier = yes modifier = { factor = 0 scope:holder = { government_has_flag = government_is_republic } NOT = { has_building_or_higher = guild_halls_01 } } modifier = { factor = 4 scope:holder.culture = { has_cultural_parameter = watermills_forestries_unlock } } } } logging_camps_02 = { construction_time = standard_construction_time effect_desc = logging_camps_desc can_construct_potential = { building_logging_camps_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost province_modifier = { monthly_income = normal_building_tax_tier_2 build_speed = good_building_build_speed_tier_2 } county_modifier = { church_holding_build_gold_cost = -0.05 } province_culture_modifier = { parameter = logging_camps_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_2 stationed_skirmishers_damage_mult = low_maa_damage_tier_2 } county_culture_modifier = { parameter = logging_camps_building_bonuses build_speed = -0.04 build_gold_cost = -0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = logging_camps_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } modifier = { factor = 4 scope:holder.culture = { has_cultural_parameter = watermills_forestries_unlock } } } } logging_camps_03 = { construction_time = standard_construction_time effect_desc = logging_camps_desc can_construct_potential = { building_logging_camps_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost province_modifier = { monthly_income = normal_building_tax_tier_3 build_speed = good_building_build_speed_tier_3 } character_modifier = { army_maintenance_mult = -0.01 } county_modifier = { church_holding_build_gold_cost = -0.05 } province_culture_modifier = { parameter = logging_camps_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_3 stationed_skirmishers_damage_mult = low_maa_damage_tier_3 } county_culture_modifier = { parameter = logging_camps_building_bonuses build_speed = -0.06 build_gold_cost = -0.03 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = logging_camps_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } logging_camps_04 = { construction_time = standard_construction_time effect_desc = logging_camps_desc can_construct_potential = { building_logging_camps_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost province_modifier = { monthly_income = normal_building_tax_tier_4 build_speed = good_building_build_speed_tier_4 } character_modifier = { army_maintenance_mult = -0.01 } county_modifier = { church_holding_build_gold_cost = -0.05 supply_limit = 300 } province_culture_modifier = { parameter = logging_camps_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_4 stationed_skirmishers_damage_mult = low_maa_damage_tier_4 } county_culture_modifier = { parameter = logging_camps_building_bonuses build_speed = -0.08 build_gold_cost = -0.04 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = logging_camps_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } logging_camps_05 = { construction_time = standard_construction_time effect_desc = logging_camps_desc can_construct_potential = { building_logging_camps_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost province_modifier = { monthly_income = normal_building_tax_tier_5 build_speed = good_building_build_speed_tier_5 } character_modifier = { army_maintenance_mult = -0.01 } county_modifier = { church_holding_build_gold_cost = -0.05 supply_limit = 300 tax_mult = 0.01 } province_culture_modifier = { parameter = logging_camps_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_5 stationed_skirmishers_damage_mult = low_maa_damage_tier_5 } county_culture_modifier = { parameter = logging_camps_building_bonuses build_speed = -0.1 build_gold_cost = -0.05 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = logging_camps_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } logging_camps_06 = { construction_time = standard_construction_time effect_desc = logging_camps_desc can_construct_potential = { building_logging_camps_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost province_modifier = { monthly_income = normal_building_tax_tier_6 build_speed = good_building_build_speed_tier_6 } character_modifier = { army_maintenance_mult = -0.01 } county_modifier = { church_holding_build_gold_cost = -0.05 supply_limit = 600 tax_mult = 0.01 } province_culture_modifier = { parameter = logging_camps_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_6 stationed_skirmishers_damage_mult = low_maa_damage_tier_6 } county_culture_modifier = { parameter = logging_camps_building_bonuses build_speed = -0.12 build_gold_cost = -0.06 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = logging_camps_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } logging_camps_07 = { construction_time = standard_construction_time effect_desc = logging_camps_desc can_construct_potential = { building_logging_camps_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost province_modifier = { monthly_income = normal_building_tax_tier_7 build_speed = good_building_build_speed_tier_7 } character_modifier = { army_maintenance_mult = -0.01 } county_modifier = { church_holding_build_gold_cost = -0.05 supply_limit = 600 tax_mult = 0.02 } province_culture_modifier = { parameter = logging_camps_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_7 stationed_skirmishers_damage_mult = low_maa_damage_tier_7 } county_culture_modifier = { parameter = logging_camps_building_bonuses build_speed = -0.14 build_gold_cost = -0.07 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = logging_camps_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } logging_camps_08 = { construction_time = standard_construction_time effect_desc = logging_camps_desc can_construct_potential = { building_logging_camps_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost province_modifier = { monthly_income = normal_building_tax_tier_8 build_speed = good_building_build_speed_tier_8 } character_modifier = { army_maintenance_mult = -0.01 } county_modifier = { church_holding_build_gold_cost = -0.05 supply_limit = 600 tax_mult = 0.02 development_growth_factor = 0.02 } province_culture_modifier = { parameter = logging_camps_building_bonuses stationed_archers_damage_mult = low_maa_damage_tier_8 stationed_skirmishers_damage_mult = low_maa_damage_tier_8 } county_culture_modifier = { parameter = logging_camps_building_bonuses build_speed = -0.16 build_gold_cost = -0.08 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### peat_quarries peat_quarries_01 = { construction_time = standard_construction_time can_construct_potential = { building_peat_quarries_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 province_modifier = { monthly_income = normal_building_tax_tier_1 build_speed = normal_building_build_speed_tier_1 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.02 } county_culture_modifier = { parameter = peat_quarries_building_bonuses build_speed = -0.02 build_gold_cost = -0.01 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = peat_quarries_02 type_icon = "icon_building_peat_quarries.dds" ai_value = { base = 12 # A little bit higher than normal, they're very handy for further development ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_peat_quarries_improvement_from_culture_modifier = yes } } peat_quarries_02 = { construction_time = standard_construction_time can_construct_potential = { building_peat_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost province_modifier = { monthly_income = normal_building_tax_tier_2 build_speed = normal_building_build_speed_tier_2 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.03 } county_modifier = { build_gold_cost = -0.05 } county_culture_modifier = { parameter = peat_quarries_building_bonuses build_speed = -0.04 build_gold_cost = -0.02 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = peat_quarries_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } peat_quarries_03 = { construction_time = standard_construction_time can_construct_potential = { building_peat_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost province_modifier = { monthly_income = normal_building_tax_tier_3 build_speed = normal_building_build_speed_tier_3 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.04 } county_modifier = { build_gold_cost = -0.05 supply_limit = 200 } county_culture_modifier = { parameter = peat_quarries_building_bonuses build_speed = -0.06 build_gold_cost = -0.03 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = peat_quarries_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } peat_quarries_04 = { construction_time = standard_construction_time can_construct_potential = { building_peat_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost province_modifier = { monthly_income = normal_building_tax_tier_4 build_speed = normal_building_build_speed_tier_4 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.05 } county_modifier = { build_gold_cost = -0.05 supply_limit = 200 supply_limit_mult = 0.05 } county_culture_modifier = { parameter = peat_quarries_building_bonuses build_speed = -0.08 build_gold_cost = -0.04 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = peat_quarries_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } peat_quarries_05 = { construction_time = standard_construction_time can_construct_potential = { building_peat_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost province_modifier = { monthly_income = normal_building_tax_tier_5 build_speed = normal_building_build_speed_tier_5 hostile_raid_time = 0.1 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.06 } county_modifier = { build_gold_cost = -0.05 supply_limit = 200 supply_limit_mult = 0.05 } county_culture_modifier = { parameter = peat_quarries_building_bonuses build_speed = -0.10 build_gold_cost = -0.05 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = peat_quarries_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } peat_quarries_06 = { construction_time = standard_construction_time can_construct_potential = { building_peat_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost province_modifier = { monthly_income = normal_building_tax_tier_6 build_speed = normal_building_build_speed_tier_6 hostile_raid_time = 0.1 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.07 } county_modifier = { build_gold_cost = -0.05 supply_limit = 200 supply_limit_mult = 0.05 development_growth_factor = 0.05 } county_culture_modifier = { parameter = peat_quarries_building_bonuses build_speed = -0.12 build_gold_cost = -0.06 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = peat_quarries_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } peat_quarries_07 = { construction_time = standard_construction_time can_construct_potential = { building_peat_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost province_modifier = { monthly_income = normal_building_tax_tier_7 build_speed = normal_building_build_speed_tier_7 hostile_raid_time = 0.1 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.08 } county_modifier = { build_gold_cost = -0.1 supply_limit = 200 supply_limit_mult = 0.05 development_growth_factor = 0.05 } county_culture_modifier = { parameter = peat_quarries_building_bonuses build_speed = -0.14 build_gold_cost = -0.07 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = peat_quarries_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } peat_quarries_08 = { construction_time = standard_construction_time can_construct_potential = { building_peat_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost province_modifier = { monthly_income = normal_building_tax_tier_8 build_speed = normal_building_build_speed_tier_8 hostile_raid_time = 0.1 } province_terrain_modifier = { parameter = coastal_agriculture_building_bonuses is_coastal = yes tax_mult = 0.09 } county_modifier = { build_gold_cost = -0.1 supply_limit = 600 supply_limit_mult = 0.05 development_growth_factor = 0.05 } county_culture_modifier = { parameter = peat_quarries_building_bonuses build_speed = -0.16 build_gold_cost = -0.08 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### hill_farms hill_farms_01 = { construction_time = standard_construction_time can_construct_potential = { building_hill_farms_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 province_modifier = { monthly_income = normal_building_tax_tier_1 } character_culture_modifier = { parameter = hill_farms_building_bonuses knight_effectiveness_mult = 0.01 counter_efficiency = 0.01 } province_culture_modifier = { parameter = hill_farms_building_bonuses defender_holding_advantage = normal_building_advantage_tier_1 } county_culture_modifier = { parameter = hill_farms_building_bonuses levy_size = 0.01 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.5 monthly_barter_goods = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_farms_02 type_icon = "icon_building_hill_farms.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_hill_farms_improvement_from_culture_modifier = yes modifier = { factor = 0 scope:holder = { government_has_flag = government_is_republic } NOT = { has_building_or_higher = guild_halls_01 } } modifier = { factor = 4 culture = { has_cultural_parameter = windmills_hill_farms_unlock } } } } hill_farms_02 = { construction_time = standard_construction_time can_construct_potential = { building_hill_farms_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost province_modifier = { monthly_income = normal_building_tax_tier_2 defender_holding_advantage = 1 stationed_skirmishers_toughness_mult = 0.02 } character_culture_modifier = { parameter = hill_farms_building_bonuses knight_effectiveness_mult = 0.02 counter_efficiency = 0.02 } province_culture_modifier = { parameter = hill_farms_building_bonuses defender_holding_advantage = normal_building_advantage_tier_2 } county_culture_modifier = { parameter = hill_farms_building_bonuses levy_size = 0.01 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.6 monthly_barter_goods = 0.2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_farms_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } hill_farms_03 = { construction_time = standard_construction_time can_construct_potential = { building_hill_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost province_modifier = { monthly_income = normal_building_tax_tier_3 defender_holding_advantage = 1 stationed_skirmishers_toughness_mult = 0.02 } county_modifier = { supply_limit = 300 } character_culture_modifier = { parameter = hill_farms_building_bonuses knight_effectiveness_mult = 0.03 counter_efficiency = 0.03 } province_culture_modifier = { parameter = hill_farms_building_bonuses defender_holding_advantage = normal_building_advantage_tier_3 } county_culture_modifier = { parameter = hill_farms_building_bonuses levy_size = 0.02 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.7 monthly_barter_goods = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_farms_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hill_farms_04 = { construction_time = standard_construction_time can_construct_potential = { building_hill_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost province_modifier = { monthly_income = normal_building_tax_tier_4 defender_holding_advantage = 2 stationed_skirmishers_toughness_mult = 0.04 } county_modifier = { supply_limit = 300 } character_culture_modifier = { parameter = hill_farms_building_bonuses knight_effectiveness_mult = 0.04 counter_efficiency = 0.04 } province_culture_modifier = { parameter = hill_farms_building_bonuses defender_holding_advantage = normal_building_advantage_tier_4 } county_culture_modifier = { parameter = hill_farms_building_bonuses levy_size = 0.02 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.8 monthly_barter_goods = 0.4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_farms_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hill_farms_05 = { construction_time = standard_construction_time can_construct_potential = { building_hill_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost province_modifier = { monthly_income = normal_building_tax_tier_5 defender_holding_advantage = 2 stationed_skirmishers_toughness_mult = 0.04 } county_modifier = { supply_limit = 300 supply_limit_mult = 0.02 } character_culture_modifier = { parameter = hill_farms_building_bonuses knight_effectiveness_mult = 0.05 counter_efficiency = 0.05 } province_culture_modifier = { parameter = hill_farms_building_bonuses defender_holding_advantage = normal_building_advantage_tier_5 } county_culture_modifier = { parameter = hill_farms_building_bonuses levy_size = 0.03 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.9 monthly_barter_goods = 0.5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_farms_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hill_farms_06 = { construction_time = standard_construction_time can_construct_potential = { building_hill_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost province_modifier = { monthly_income = normal_building_tax_tier_6 defender_holding_advantage = 2 stationed_skirmishers_toughness_mult = 0.04 } county_modifier = { supply_limit = 300 supply_limit_mult = 0.02 development_growth_factor = 0.05 } character_culture_modifier = { parameter = hill_farms_building_bonuses knight_effectiveness_mult = 0.06 counter_efficiency = 0.06 } province_culture_modifier = { parameter = hill_farms_building_bonuses defender_holding_advantage = normal_building_advantage_tier_6 } county_culture_modifier = { parameter = hill_farms_building_bonuses levy_size = 0.03 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.0 monthly_barter_goods = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_farms_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hill_farms_07 = { construction_time = standard_construction_time can_construct_potential = { building_hill_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost province_modifier = { monthly_income = normal_building_tax_tier_7 defender_holding_advantage = 2 stationed_skirmishers_toughness_mult = 0.04 } county_modifier = { supply_limit = 600 supply_limit_mult = 0.02 development_growth_factor = 0.05 } character_culture_modifier = { parameter = hill_farms_building_bonuses knight_effectiveness_mult = 0.07 counter_efficiency = 0.07 } province_culture_modifier = { parameter = hill_farms_building_bonuses defender_holding_advantage = normal_building_advantage_tier_7 } county_culture_modifier = { parameter = hill_farms_building_bonuses levy_size = 0.04 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.1 monthly_barter_goods = 0.7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = hill_farms_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } hill_farms_08 = { construction_time = standard_construction_time can_construct_potential = { building_hill_farms_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost province_modifier = { monthly_income = normal_building_tax_tier_8 defender_holding_advantage = 2 stationed_skirmishers_toughness_mult = 0.04 } county_modifier = { supply_limit = 600 supply_limit_mult = 0.02 development_growth_factor = 0.1 } character_culture_modifier = { parameter = hill_farms_building_bonuses knight_effectiveness_mult = 0.08 counter_efficiency = 0.08 } province_culture_modifier = { parameter = hill_farms_building_bonuses defender_holding_advantage = normal_building_advantage_tier_8 } county_culture_modifier = { parameter = hill_farms_building_bonuses levy_size = 0.04 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.2 monthly_barter_goods = 0.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### elephant_pens elephant_pens_01 = { construction_time = slow_construction_time can_construct_potential = { building_elephant_pens_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 = { monthly_income = normal_building_tax_tier_1 build_speed = good_building_build_speed_tier_1 stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_1 stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_1 } character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1 } character_culture_modifier = { parameter = elephant_pens_building_bonuses elephant_cavalry_maintenance_mult = -0.01 } county_culture_modifier = { parameter = elephant_pens_building_bonuses development_growth_factor = 0.05 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = elephant_pens_02 type_icon = "icon_building_elephant_pens.dds" ai_value = { base = 12 # A little bit higher than normal, they're very handy for further development ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes } } elephant_pens_02 = { construction_time = slow_construction_time can_construct_potential = { building_elephant_pens_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_2_cost province_modifier = { monthly_income = normal_building_tax_tier_2 build_speed = good_building_build_speed_tier_2 stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_2 stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_2 } character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2 } character_culture_modifier = { parameter = elephant_pens_building_bonuses elephant_cavalry_maintenance_mult = -0.02 } county_culture_modifier = { parameter = elephant_pens_building_bonuses development_growth_factor = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = elephant_pens_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } elephant_pens_03 = { construction_time = slow_construction_time can_construct_potential = { building_elephant_pens_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_3_cost province_modifier = { monthly_income = normal_building_tax_tier_3 build_speed = good_building_build_speed_tier_3 stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_3 stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_3 } character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3 } county_modifier = { build_gold_cost = -0.02 } character_culture_modifier = { parameter = elephant_pens_building_bonuses elephant_cavalry_maintenance_mult = -0.03 } county_culture_modifier = { parameter = elephant_pens_building_bonuses development_growth_factor = 0.15 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = elephant_pens_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } elephant_pens_04 = { construction_time = slow_construction_time can_construct_potential = { building_elephant_pens_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_4_cost province_modifier = { monthly_income = normal_building_tax_tier_4 build_speed = good_building_build_speed_tier_4 stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_4 stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_4 } character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4 } county_modifier = { build_gold_cost = -0.02 } character_culture_modifier = { parameter = elephant_pens_building_bonuses elephant_cavalry_maintenance_mult = -0.04 } county_culture_modifier = { parameter = elephant_pens_building_bonuses development_growth_factor = 0.20 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = elephant_pens_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } elephant_pens_05 = { construction_time = slow_construction_time can_construct_potential = { building_elephant_pens_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_5_cost province_modifier = { monthly_income = normal_building_tax_tier_5 build_speed = good_building_build_speed_tier_5 stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_5 stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_5 } character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5 } county_modifier = { build_gold_cost = -0.02 } character_culture_modifier = { parameter = elephant_pens_building_bonuses elephant_cavalry_maintenance_mult = -0.05 } county_culture_modifier = { parameter = elephant_pens_building_bonuses development_growth_factor = 0.25 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = elephant_pens_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } elephant_pens_06 = { construction_time = slow_construction_time can_construct_potential = { building_elephant_pens_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_6_cost province_modifier = { monthly_income = normal_building_tax_tier_6 build_speed = good_building_build_speed_tier_6 stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_6 stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_6 } character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6 } county_modifier = { build_gold_cost = -0.02 } character_culture_modifier = { parameter = elephant_pens_building_bonuses elephant_cavalry_maintenance_mult = -0.06 } county_culture_modifier = { parameter = elephant_pens_building_bonuses development_growth_factor = 0.30 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = elephant_pens_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } elephant_pens_07 = { construction_time = slow_construction_time can_construct_potential = { building_elephant_pens_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_7_cost province_modifier = { monthly_income = normal_building_tax_tier_7 build_speed = good_building_build_speed_tier_7 stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_7 stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_7 } character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7 } county_modifier = { build_gold_cost = -0.02 development_growth_factor = 0.05 } character_culture_modifier = { parameter = elephant_pens_building_bonuses elephant_cavalry_maintenance_mult = -0.07 } county_culture_modifier = { parameter = elephant_pens_building_bonuses development_growth_factor = 0.35 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = elephant_pens_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } elephant_pens_08 = { construction_time = slow_construction_time can_construct_potential = { building_elephant_pens_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = normal_building_tier_8_cost province_modifier = { monthly_income = normal_building_tax_tier_8 build_speed = good_building_build_speed_tier_8 stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_8 stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_8 } character_modifier = { knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8 } county_modifier = { build_gold_cost = -0.02 development_growth_factor = 0.05 } character_culture_modifier = { parameter = elephant_pens_building_bonuses elephant_cavalry_maintenance_mult = -0.08 } county_culture_modifier = { parameter = elephant_pens_building_bonuses development_growth_factor = 0.40 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### plantations plantations_01 = { construction_time = quick_construction_time effect_desc = plantations_effect_desc can_construct_potential = { building_plantations_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 province_modifier = { monthly_income = poor_building_tax_tier_1 } character_culture_modifier = { parameter = plantations_building_bonuses light_cavalry_maintenance_mult = -0.01 camel_cavalry_maintenance_mult = -0.01 light_cavalry_recruitment_cost_mult = -0.01 camel_cavalry_recruitment_cost_mult = -0.01 } province_culture_modifier = { parameter = plantations_building_bonuses monthly_income = poor_building_extra_tax_tier_1 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.5 monthly_barter_goods = 0.1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = plantations_02 type_icon = "icon_building_plantations.dds" ai_value = { base = 10 ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_plantations_improvement_from_culture_modifier = yes modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } modifier = { factor = 0 building_pastures_requirement_terrain = yes NOT = { has_building_or_higher = pastures_01 } } modifier = { factor = 0 building_cereal_fields_requirement_terrain = yes NOT = { has_building_or_higher = cereal_fields_01 } } modifier = { factor = 0 has_building_or_higher = city_01 NOT = { has_building_or_higher = guild_halls_01 } } } } plantations_02 = { construction_time = quick_construction_time effect_desc = plantations_effect_desc can_construct_potential = { building_plantations_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost province_modifier = { monthly_income = poor_building_tax_tier_2 tax_mult = 0.01 } character_culture_modifier = { parameter = plantations_building_bonuses light_cavalry_maintenance_mult = -0.02 camel_cavalry_maintenance_mult = -0.02 light_cavalry_recruitment_cost_mult = -0.02 camel_cavalry_recruitment_cost_mult = -0.02 } province_culture_modifier = { parameter = plantations_building_bonuses monthly_income = poor_building_extra_tax_tier_2 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.6 monthly_barter_goods = 0.2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = plantations_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } plantations_03 = { construction_time = quick_construction_time effect_desc = plantations_effect_desc can_construct_potential = { building_plantations_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost province_modifier = { monthly_income = poor_building_tax_tier_3 tax_mult = 0.01 stationed_light_cavalry_toughness_mult = 0.02 } character_culture_modifier = { parameter = plantations_building_bonuses light_cavalry_maintenance_mult = -0.03 camel_cavalry_maintenance_mult = -0.03 light_cavalry_recruitment_cost_mult = -0.03 camel_cavalry_recruitment_cost_mult = -0.03 } province_culture_modifier = { parameter = plantations_building_bonuses monthly_income = poor_building_extra_tax_tier_3 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.7 monthly_barter_goods = 0.3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = plantations_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } plantations_04 = { construction_time = quick_construction_time effect_desc = plantations_effect_desc can_construct_potential = { building_plantations_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost province_modifier = { monthly_income = poor_building_tax_tier_4 tax_mult = 0.02 stationed_light_cavalry_toughness_mult = 0.02 } character_culture_modifier = { parameter = plantations_building_bonuses light_cavalry_maintenance_mult = -0.04 camel_cavalry_maintenance_mult = -0.04 light_cavalry_recruitment_cost_mult = -0.04 camel_cavalry_recruitment_cost_mult = -0.04 } province_culture_modifier = { parameter = plantations_building_bonuses monthly_income = poor_building_extra_tax_tier_4 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.8 monthly_barter_goods = 0.4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = plantations_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } plantations_05 = { construction_time = quick_construction_time effect_desc = plantations_effect_desc can_construct_potential = { building_plantations_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost province_modifier = { monthly_income = poor_building_tax_tier_5 tax_mult = 0.02 supply_limit = 200 stationed_light_cavalry_toughness_mult = 0.02 } county_modifier = { development_growth_factor = 0.02 } character_culture_modifier = { parameter = plantations_building_bonuses light_cavalry_maintenance_mult = -0.05 camel_cavalry_maintenance_mult = -0.05 light_cavalry_recruitment_cost_mult = -0.05 camel_cavalry_recruitment_cost_mult = -0.05 } province_culture_modifier = { parameter = plantations_building_bonuses monthly_income = poor_building_extra_tax_tier_5 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 0.9 monthly_barter_goods = 0.5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = plantations_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } plantations_06 = { construction_time = quick_construction_time effect_desc = plantations_effect_desc can_construct_potential = { building_plantations_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost province_modifier = { monthly_income = poor_building_tax_tier_6 tax_mult = 0.02 supply_limit = 400 stationed_light_cavalry_toughness_mult = 0.02 } county_modifier = { development_growth_factor = 0.02 } character_culture_modifier = { parameter = plantations_building_bonuses light_cavalry_maintenance_mult = -0.06 camel_cavalry_maintenance_mult = -0.06 light_cavalry_recruitment_cost_mult = -0.06 camel_cavalry_recruitment_cost_mult = -0.06 } province_culture_modifier = { parameter = plantations_building_bonuses monthly_income = poor_building_extra_tax_tier_6 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1 monthly_barter_goods = 0.6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = plantations_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } plantations_07 = { construction_time = quick_construction_time effect_desc = plantations_effect_desc can_construct_potential = { building_plantations_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost province_modifier = { monthly_income = poor_building_tax_tier_7 tax_mult = 0.02 supply_limit = 400 stationed_light_cavalry_toughness_mult = 0.02 } county_modifier = { development_growth_factor = 0.05 } character_culture_modifier = { parameter = plantations_building_bonuses light_cavalry_maintenance_mult = -0.07 camel_cavalry_maintenance_mult = -0.07 light_cavalry_recruitment_cost_mult = -0.07 camel_cavalry_recruitment_cost_mult = -0.07 } province_culture_modifier = { parameter = plantations_building_bonuses monthly_income = poor_building_extra_tax_tier_7 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.1 monthly_barter_goods = 0.7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = plantations_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } plantations_08 = { construction_time = quick_construction_time effect_desc = plantations_effect_desc can_construct_potential = { building_plantations_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost province_modifier = { monthly_income = poor_building_tax_tier_8 tax_mult = 0.02 supply_limit = 600 stationed_light_cavalry_toughness_mult = 0.02 } county_modifier = { development_growth_factor = 0.05 } character_culture_modifier = { parameter = plantations_building_bonuses light_cavalry_maintenance_mult = -0.08 camel_cavalry_maintenance_mult = -0.08 light_cavalry_recruitment_cost_mult = -0.08 camel_cavalry_recruitment_cost_mult = -0.08 } province_culture_modifier = { parameter = plantations_building_bonuses monthly_income = poor_building_extra_tax_tier_8 } province_culture_modifier = { parameter = use_farmer_republics county_fertility_growth_add = 1.2 monthly_barter_goods = 0.8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } ### quarries quarries_01 = { construction_time = quick_construction_time can_construct_potential = { building_quarries_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 province_modifier = { monthly_income = poor_building_tax_tier_1 build_speed = good_building_build_speed_tier_1 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.01 pikemen_maintenance_mult = -0.01 heavy_cavalry_maintenance_mult = -0.01 men_at_arms_recruitment_cost = -0.01 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.01 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_1 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = quarries_02 type_icon = "icon_building_quarries.dds" ai_value = { base = 12 # A little bit higher than normal, they're very handy for further development ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_quarries_improvement_from_culture_modifier = yes modifier = { factor = 0 scope:holder = { government_has_flag = government_is_republic } NOT = { has_building_or_higher = guild_halls_01 } } } } quarries_02 = { construction_time = quick_construction_time can_construct_potential = { building_quarries_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost province_modifier = { monthly_income = poor_building_tax_tier_2 build_speed = good_building_build_speed_tier_2 } character_modifier = { men_at_arms_maintenance = -0.01 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.02 pikemen_maintenance_mult = -0.02 heavy_cavalry_maintenance_mult = -0.02 men_at_arms_recruitment_cost = -0.02 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.02 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_2 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = quarries_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } quarries_03 = { construction_time = quick_construction_time can_construct_potential = { building_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost province_modifier = { monthly_income = poor_building_tax_tier_3 build_speed = good_building_build_speed_tier_3 } county_modifier = { development_growth_factor = 0.02 } character_modifier = { men_at_arms_maintenance = -0.01 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.03 pikemen_maintenance_mult = -0.03 heavy_cavalry_maintenance_mult = -0.03 men_at_arms_recruitment_cost = -0.03 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.03 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_3 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = quarries_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } quarries_04 = { construction_time = quick_construction_time can_construct_potential = { building_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost province_modifier = { monthly_income = poor_building_tax_tier_4 build_speed = good_building_build_speed_tier_4 } county_modifier = { development_growth_factor = 0.02 build_gold_cost = -0.05 } character_modifier = { men_at_arms_maintenance = -0.01 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.04 pikemen_maintenance_mult = -0.04 heavy_cavalry_maintenance_mult = -0.04 men_at_arms_recruitment_cost = -0.04 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.04 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_4 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = quarries_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } quarries_05 = { construction_time = quick_construction_time can_construct_potential = { building_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost province_modifier = { monthly_income = poor_building_tax_tier_5 build_speed = good_building_build_speed_tier_5 } county_modifier = { development_growth_factor = 0.02 build_gold_cost = -0.05 } character_modifier = { men_at_arms_maintenance = -0.02 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.05 pikemen_maintenance_mult = -0.05 heavy_cavalry_maintenance_mult = -0.05 men_at_arms_recruitment_cost = -0.05 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.05 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_5 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = quarries_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } quarries_06 = { construction_time = quick_construction_time can_construct_potential = { building_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost province_modifier = { monthly_income = poor_building_tax_tier_6 build_speed = good_building_build_speed_tier_6 } county_modifier = { development_growth_factor = 0.02 build_gold_cost = -0.05 garrison_size = 0.1 } character_modifier = { men_at_arms_maintenance = -0.02 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.06 pikemen_maintenance_mult = -0.06 heavy_cavalry_maintenance_mult = -0.06 men_at_arms_recruitment_cost = -0.06 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.06 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_6 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = quarries_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } quarries_07 = { construction_time = quick_construction_time can_construct_potential = { building_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost province_modifier = { monthly_income = poor_building_tax_tier_7 build_speed = good_building_build_speed_tier_7 stationed_heavy_infantry_toughness_mult = 0.02 stationed_pikemen_toughness_mult = 0.02 } county_modifier = { development_growth_factor = 0.02 build_gold_cost = -0.05 garrison_size = 0.1 } character_modifier = { men_at_arms_maintenance = -0.02 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.07 pikemen_maintenance_mult = -0.07 heavy_cavalry_maintenance_mult = -0.07 men_at_arms_recruitment_cost = -0.07 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.07 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_7 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } next_building = quarries_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } quarries_08 = { construction_time = quick_construction_time can_construct_potential = { building_quarries_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost province_modifier = { monthly_income = poor_building_tax_tier_8 build_speed = good_building_build_speed_tier_8 stationed_heavy_infantry_toughness_mult = 0.04 stationed_pikemen_toughness_mult = 0.04 stationed_heavy_cavalry_toughness_mult = 0.08 } county_modifier = { development_growth_factor = 0.02 build_gold_cost = -0.05 garrison_size = 0.1 } character_modifier = { men_at_arms_maintenance = -0.02 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.08 pikemen_maintenance_mult = -0.08 heavy_cavalry_maintenance_mult = -0.08 men_at_arms_recruitment_cost = -0.08 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.08 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_8 } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } }