########### ## Generic Holy Site Buildings ########### holy_site_cathedral_01 = { asset = { type = pdxmesh name = "building_special_cathedral_generic_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_cologne_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 holy_order_hire_cost_mult = -0.15 clergy_opinion = 5 monthly_county_control_growth_factor = 0.05 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.15 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } holy_site_mosque_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_cathedral_muslim.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 domain_tax_different_faith_mult = 0.15 levy_reinforcement_rate_same_faith = 0.15 monthly_county_control_growth_factor = 0.05 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.15 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } holy_site_fire_temple_01 = { asset = { type = entity name = "building_special_cathedral_zoroastrian_01_a_entity" } construction_time = very_slow_construction_time type_icon = "icon_structure_great_fire_temple.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 domain_tax_different_faith_mult = 0.15 levy_reinforcement_rate_same_faith = 0.15 monthly_county_control_growth_factor = 0.05 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.1 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } holy_site_pagan_grand_temple_01 = { asset = { type = pdxmesh name = "building_special_cathedral_pagan_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_cathedral_pagan.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 knight_effectiveness_mult = 0.15 levy_reinforcement_rate = 0.1 monthly_county_control_growth_factor = 0.05 } county_modifier = { tax_mult = 0.1 levy_size = 0.1 development_growth_factor = 0.2 development_growth = 0.15 } levy = 500 province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } holy_site_indian_grand_temple_01 = { asset = { type = pdxmesh name = "building_special_brihadeeswarar_temple_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_cathedral_indian.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 different_faith_opinion = 5 different_faith_county_opinion_mult = -0.15 monthly_county_control_growth_factor = 0.05 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.15 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } holy_site_other_grand_temple_01 = { asset = { type = pdxmesh name = "building_special_cathedral_generic_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_cathedral_zoroastric.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 men_at_arms_maintenance = -0.025 short_reign_duration_mult = -0.1 monthly_county_control_growth_factor = 0.05 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.15 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } # NOTE: the custom loc key GetSpecialBuildingNameFromProvince in 00_building_custom_localization.txt pulls from this database. If a new special building is added here, please update the custom loc key! ########## # Mahabodhi Temple ########## holy_site_mahabodhi_temple_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_mahabodhi_temple.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } cost_gold = 1000 character_modifier = { monthly_piety = 1 monthly_dynasty_prestige_mult = 0.05 learning_per_piety_level = 1 different_faith_opinion = 5 religious_vassal_opinion = 10 different_faith_county_opinion_mult = -0.2 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.3 development_growth = 0.3 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Imam Ali Mosque ########## holy_site_imam_ali_mosque_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_imam_ali_mosque.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } scope:holder.faith = { religion_tag = islam_religion } } } cost_gold = 1000 character_modifier = { monthly_piety = 1 monthly_dynasty_prestige_mult = 0.05 men_at_arms_maintenance = -0.1 monthly_county_control_growth_factor = 0.1 same_faith_opinion = 5 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.3 development_growth = 0.3 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Great Mosque of Mecca ########## holy_site_great_mosque_of_mecca_01 = { asset = { type = pdxmesh name = "building_special_great_mosque_of_mecca_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_great_mosque_of_mecca.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } cost_gold = 1000 character_modifier = { monthly_piety = 1 monthly_dynasty_prestige_mult = 0.05 men_at_arms_maintenance = -0.1 monthly_county_control_growth_factor = 0.1 same_faith_opinion = 5 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.35 development_growth = 0.5 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Great Mosque of Cordoba ########## holy_site_great_mosque_of_cordoba_01 = { asset = { type = pdxmesh name = "monument_mezquita_de_cordoba_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_great_mosque_of_cordoba.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_muslim_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { different_culture_opinion = 5 character_capital_county_monthly_development_growth_add = 0.2 monthly_piety = 0.5 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { tax_mult = 0.15 levy_size = 0.15 development_growth_factor = 0.2 development_growth = 0.15 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Great Mosque of Djenne ########## holy_site_great_mosque_of_djenne_01 = { asset = { type = pdxmesh name = "building_special_great_mosque_of_djenne_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_great_mosque_of_cordoba.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } is_enabled = { custom_description = { text = holy_site_muslim_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { build_gold_cost = -0.15 monthly_piety = 1 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { tax_mult = 0.15 levy_size = 0.15 development_growth_factor = 0.2 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Great Mosque of Samarra ########## holy_site_great_mosque_of_samarra_01 = { asset = { type = pdxmesh name = "fp3_building_special_great_mosque_of_samarra_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_great_mosque_of_samarra.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } is_enabled = { custom_description = { text = holy_site_muslim_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { build_gold_cost = -0.1 build_speed = -0.1 monthly_piety = 0.3 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Cologne Cathedral ########## holy_site_cologne_cathedral_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_cologne_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety_gain_mult = 0.15 monthly_dynasty_prestige_mult = 0.05 monthly_piety_gain_per_knight_add = 0.1 knight_effectiveness_mult = 0.2 monthly_county_control_growth_factor = 0.05 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.2 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Canterbury Cathedral ########## holy_site_canterbury_cathedral_01 = { construction_time = very_slow_construction_time asset = { type = pdxmesh name = "ep2_building_special_canterbury_01_mesh" } type_icon = "icon_structure_canterbury_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.05 monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.1 development_growth = 0.1 } province_modifier = { monthly_income = 3 } next_building = holy_site_canterbury_cathedral_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } holy_site_canterbury_cathedral_02 = { construction_time = very_slow_construction_time asset = { type = pdxmesh name = "ep2_building_special_canterbury_02_mesh" } type_icon = "icon_structure_canterbury_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 0.5 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.1 monthly_piety_gain_per_happy_powerful_vassal_add = 0.2 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.2 } province_modifier = { monthly_income = 5 } next_building = holy_site_canterbury_cathedral_03 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } holy_site_canterbury_cathedral_03 = { construction_time = very_slow_construction_time asset = { type = pdxmesh name = "ep2_building_special_canterbury_03_mesh" } type_icon = "icon_structure_canterbury_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 1 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.25 monthly_piety_gain_per_happy_powerful_vassal_add = 0.3 } county_modifier = { tax_mult = 0.3 development_growth_factor = 0.30 development_growth = 0.3 county_opinion_add = 5 } province_modifier = { monthly_income = 6 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Prophetic Mosque ########## holy_site_prophetic_mosque_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_cathedral_muslim.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } is_enabled = { custom_description = { text = holy_site_muslim_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 0.5 county_opinion_add = 5 holy_order_hire_cost_mult = -0.15 knight_effectiveness_mult = 0.2 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.75 development_growth = 0.3 supply_limit_mult = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Doge's Palace ########## doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly here to make Venice awesome, so... construction_time = very_slow_construction_time effect_desc = feast_cost_discount_max_desc type_icon = "icon_structure_doges_palace.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { scope:holder = { custom_tooltip = { text = government_is_not_republic_or_admin_desc OR = { government_has_flag = government_is_republic government_has_flag = government_is_administrative } } } } cost_gold = 1000 county_modifier = { development_growth_factor = 0.3 development_growth = 0.5 hostile_raid_time = 0.5 } province_modifier = { garrison_size = 1 fort_level = 3 levy_size = 1 monthly_income = 5 defender_holding_advantage = 10 travel_danger = -20 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Walls of Genoa ########## walls_of_genoa_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_walls_of_genoa.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1000 county_modifier = { defender_holding_advantage = 5 development_growth_factor = 0.1 development_growth = 0.3 hostile_raid_time = 0.5 } province_modifier = { garrison_size = 0.25 fort_level = 2 monthly_income = 3 travel_danger = -20 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Visby Ringmur ########## visby_ringmur_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_visby_ringmur.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_battlements } } cost_gold = 500 county_modifier = { defender_holding_advantage = 5 development_growth_factor = 0.15 development_growth = 0.3 tax_mult = 0.15 county_opinion_add = 5 hostile_raid_time = 0.5 travel_danger = -20 } province_modifier = { garrison_size = 0.25 fort_level = 1 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Walls of Benin ########## walls_of_benin_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_walls_of_benin.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1000 county_modifier = { levy_size = 0.5 defender_holding_advantage = 5 development_growth_factor = 0.75 development_growth = 0.3 tax_mult = 0.2 hostile_raid_time = 0.5 } province_modifier = { garrison_size = 0.5 fort_level = 2 travel_danger = -20 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Theodosian Walls ########## theodosian_walls_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_theodosian_walls.dds" can_construct_potential = { barony ?= title:b_constantinople building_requirement_tribal = no } cost_gold = 3000 max_garrison = 1000 duchy_capital_county_modifier = { levy_size = 0.15 tax_mult = 0.15 } province_modifier = { monthly_income = 10 fort_level = 5 garrison_size = 1 travel_danger = -20 } county_modifier = { development_growth = 0.4 development_growth_factor = 0.2 levy_size = 0.3 tax_mult = 0.3 hostile_raid_time = 0.5 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = duchy_capital } ########## # Aurelian Walls ########## aurelian_walls_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_aurelian_walls.dds" can_construct_potential = { barony ?= title:b_roma building_requirement_tribal = no } cost_gold = 3000 max_garrison = 500 duchy_capital_county_modifier = { levy_size = 0.15 tax_mult = 0.15 } county_modifier = { development_growth = 0.3 development_growth_factor = 0.1 hostile_raid_time = 0.5 } province_modifier = { fort_level = 3 garrison_size = 0.5 travel_danger = -20 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = duchy_capital } ########## # The Colosseum ########## the_colosseum_01 = { asset = { type = pdxmesh name = "building_special_colosseum_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_colosseum.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 character_modifier = { army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum building itself } province_modifier = { build_speed = -0.1 # 'Stealing' the metal from the colosseum building itself } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Iron Pillar of Delhi ########## iron_pillar_of_delhi_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_iron_pillar_of_delhi.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 character_modifier = { monthly_prestige_gain_mult = 0.05 army_maintenance_mult = -0.05 heavy_infantry_toughness_mult = 0.1 heavy_cavalry_toughness_mult = 0.1 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_wonder } ########## # Iron Pillar of Dhar ########## iron_pillar_of_dhar_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_iron_pillar_of_dhar.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 2000 character_modifier = { advantage = 5 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { development_growth = 0.2 levy_size = 0.15 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # The Pyramids ########## the_pyramids_01 = { asset = { type = pdxmesh name = "building_special_pyramids_giza_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_the_pyramids.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 short_reign_duration_mult = -0.2 } county_modifier = { development_growth = 0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_wonder } ########## # Stonehenge ########## stonehenge_01 = { asset = { type = pdxmesh name = "building_special_stonehenge_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_stonehenge.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 character_modifier = { learning = 2 monthly_learning_lifestyle_xp_gain_mult = 0.15 faith_conversion_piety_cost_mult = -0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Offa's Dyke ########## offas_dyke_01 = { # For Matt Frary construction_time = very_slow_construction_time type_icon = "icon_building_palisades.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 province_modifier = { defender_holding_advantage = 5 stationed_maa_toughness_mult = 0.05 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial_minor } ########## # Hadrian's Wall ########## hadrians_wall_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_hadrians_wall.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 province_modifier = { build_gold_cost = -0.1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial_minor } ########## # Petra ########## petra_01 = { asset = { type = pdxmesh name = "building_special_petra_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_petra.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 county_modifier = { tax_mult = 0.1 supply_limit_mult = 0.25 development_growth = 0.2 development_growth_factor = 0.15 } province_modifier = { monthly_income = good_building_tax_tier_2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Buddhas of Bamian ########## buddhas_of_bamian_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_buddhas_of_bamiyan.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } cost_gold = 3000 character_modifier = { monthly_piety_gain_mult = 0.1 diplomacy_per_piety_level = 1 } county_modifier = { tax_mult = 0.1 development_growth = 0.3 development_growth_factor = 0.75 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Alhambra ########## alhambra_01 = { asset = { type = pdxmesh name = "fp2_building_special_alhambra_01_mesh" } construction_time = very_slow_construction_time effect_desc = feast_cost_discount_max_desc type_icon = "icon_structure_alhambra.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 max_garrison = good_building_max_garrison_tier_1 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_1 fort_level = good_building_fort_level_tier_1 stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 travel_danger = -10 } next_building = alhambra_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } alhambra_02 = { asset = { type = pdxmesh name = "fp2_building_special_alhambra_01_mesh" } construction_time = very_slow_construction_time effect_desc = feast_cost_discount_max_desc type_icon = "icon_structure_alhambra.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 2000 character_modifier = { monthly_prestige_gain_mult = 0.10 } max_garrison = good_building_max_garrison_tier_3 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_3 monthly_income = 2 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 travel_danger = -20 } county_modifier = { development_growth = 0.3 development_growth_factor = 0.25 monthly_county_control_growth_add = 1 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # Citadel of Aleppo ########## citadel_of_aleppo_01 = { construction_time = very_slow_construction_time effect_desc = feast_cost_discount_max_desc type_icon = "icon_structure_the_citadel_of_aleppo.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 character_modifier = { monthly_prestige = 0.1 } max_garrison = good_building_max_garrison_tier_1 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_1 fort_level = good_building_fort_level_tier_1 stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 travel_danger = -10 } next_building = citadel_of_aleppo_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } citadel_of_aleppo_02 = { construction_time = very_slow_construction_time effect_desc = feast_cost_discount_max_desc type_icon = "icon_structure_the_citadel_of_aleppo.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 2000 character_modifier = { monthly_prestige = 0.3 prowess_per_piety_level = 2 } max_garrison = good_building_max_garrison_tier_3 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_3 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 travel_danger = -20 } county_modifier = { development_growth = 0.3 development_growth_factor = 0.15 } ai_value = { base = 8 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # House of Wisdom ########## house_of_wisdom_01 = { asset = { type = pdxmesh name = "fp3_building_special_house_of_wisdom_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_grand_library_of_baghdad.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 character_modifier = { learning_per_prestige_level = 1 monthly_lifestyle_xp_gain_mult = 0.15 different_culture_opinion = 10 cultural_head_fascination_mult = 0.10 faith_creation_piety_cost_mult = -0.2 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { tax_mult = 0.2 development_growth = 0.3 development_growth_factor = 0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } ########## # The Tower of London ########## the_tower_of_london_01 = { asset = { type = pdxmesh name = "building_special_tower_of_london_mesh" } effect_desc = { triggered_desc = { trigger = { has_dlc_feature = roads_to_power } desc = tower_of_london_pacification_effect } } construction_time = very_slow_construction_time type_icon = "icon_structure_tower_of_london.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_battlements } } cost_gold = 1000 character_modifier = { dread_gain_mult = 0.3 } max_garrison = good_building_max_garrison_tier_3 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_3 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 travel_danger = -20 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.1 tax_mult = 0.05 } ai_value = { base = 8 culture_likely_to_fortify_modifier = yes modifier = { factor = 5 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_castle } } } modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # London Bridge ########## london_bridge_01 = { asset = { type = pdxmesh name = "building_special_tower_of_london_mesh" #TODO_CD_ERCC } construction_time = very_slow_construction_time type_icon = "icon_structure_london_bridge.dds" #TODO_CD_ERCC can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_development_03 } } cost_gold = 1000 character_modifier = { cultural_head_fascination_mult = 0.10 parochial_opinion = 5 legitimacy_gain_mult = 0.1 } province_modifier = { travel_danger = -30 } county_modifier = { development_growth = 0.25 development_growth_factor = 0.15 tax_mult = 0.1 county_opinion_add = 10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } ########## # Notre Dame ########## notre_dame_01 = { asset = { type = pdxmesh name = "building_special_notre_dame_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_notre_dame.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder = { religion = religion:christianity_religion culture = { has_innovation = innovation_windmills } } } is_enabled = { scope:holder = { religion = religion:christianity_religion } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 1 stewardship_per_piety_level = 1 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { county_opinion_add = 5 tax_mult = 0.2 development_growth_factor = 0.3 development_growth = 0.3 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Brihadeeswarar Temple ########## brihadeeswarar_temple_01 = { asset = { type = pdxmesh name = "building_special_brihadeeswarar_temple_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_brihadeeswarar_temple.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder = { culture = { has_innovation = innovation_manorialism } } } is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 same_faith_opinion = 5 stewardship_per_piety_level = 1 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Shwedagon Pagoda ########## shwedagon_pagoda_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_shwedagon_pagoda.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 0.5 clergy_opinion = 5 tyranny_gain_mult = -0.1 monthly_dynasty_prestige_mult = 0.05 } province_modifier = { monthly_income = 2 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Ananda Temple ########## ananda_temple_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_shwedagon_pagoda.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } show_disabled = yes cost_gold = 1000 character_modifier = { learning = 2 monthly_piety_gain_mult = 0.05 county_opinion_add = 5 monthly_county_control_growth_factor = 0.1 monthly_dynasty_prestige_mult = 0.05 } province_modifier = { monthly_income = 3 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # The Friday Mosque ########## the_friday_mosque_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_the_friday_mosque.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder = { religion = religion:islam_religion } } is_enabled = { custom_description = { text = holy_site_muslim_or_zoroastrian_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } scope:holder = { religion = religion:zoroastrianism_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { piety_level_impact_mult = 0.5 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.25 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Khajuraho ########## khajuraho_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_khajuraho_temples.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } show_disabled = yes cost_gold = 1000 character_modifier = { different_faith_opinion = 10 faith_conversion_piety_cost_mult = -0.2 monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05 } province_modifier = { monthly_income = 1.5 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Palace of Aachen ########## palace_of_aachen_01 = { effect_desc = palace_of_aachen_effect_desc asset = { type = pdxmesh name = "building_special_palace_of_aachen_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_palace_of_achen.dds" can_construct_potential = { building_requirement_tribal = no } show_disabled = yes cost_gold = 1000 character_modifier = { powerful_vassal_opinion = 5 clergy_opinion = 5 monthly_prestige_gain_per_happy_powerful_vassal_add = 0.1 tyranny_gain_mult = -0.2 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # Hagia Sophia ########## hagia_sophia_01 = { asset = { type = pdxmesh name = "building_special_hagia_sophia_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_hagia_sophia.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety_gain_per_knight_add = 0.1 intrigue_per_prestige_level = 2 learning = 2 knight_limit = 2 knight_effectiveness_mult = 0.2 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { development_growth_factor = 0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } next_building = hagia_sophia_02 type = special flag = travel_point_of_interest_religious } hagia_sophia_02 = { asset = { type = pdxmesh name = "building_special_hagia_sophia_minarets_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_hagia_sophia.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder = { religion = religion:islam_religion } } is_enabled = { custom_description = { text = holy_site_muslim_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 cost_piety = 1000 character_modifier = { monthly_piety_gain_per_knight_add = 0.1 intrigue_per_prestige_level = 2 learning = 2 knight_limit = 2 knight_effectiveness_mult = 0.2 monthly_dynasty_prestige_mult = 0.05 } ai_value = { base = 100 } type = special flag = travel_point_of_interest_religious } ########## # Dome of the Rock / Temple in Jerusalem ########## dome_of_the_rock_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_dome_of_the_rock.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } NOT = { scope:holder.religion = religion:judaism_religion } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety_gain_per_knight_mult = 0.03 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.1 martial_per_piety_level = 1 knight_effectiveness_mult = 0.2 } county_modifier = { tax_mult = 0.3 development_growth_factor = 0.3 development_growth = 0.3 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } next_building = temple_in_jerusalem_01 type = special flag = travel_point_of_interest_religious } temple_in_jerusalem_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_temple_in_jerusalem.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } scope:holder.religion = religion:judaism_religion } is_enabled = { custom_description = { text = holy_site_jewish_or_holy_site_trigger OR = { custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } scope:holder = { religion = religion:judaism_religion } } } } show_disabled = yes cost_gold = 1000 cost_piety = 1000 character_modifier = { monthly_piety_gain_per_knight_mult = 0.03 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.1 martial_per_piety_level = 1 learning_per_prestige_level = 1 knight_effectiveness_mult = 0.2 same_faith_opinion = 5 } county_modifier = { tax_mult = 0.3 development_growth_factor = 0.3 development_growth = 0.3 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Hall of Heroes ########## hall_of_heroes_01 = { effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_activity_cost_max_discount_effect_desc } } type_icon = "icon_building_hall_of_heroes.dds" levy = 150 max_garrison = 75 cost_gold = 0 construction_time = 0 character_modifier = { monthly_piety_gain_per_knight_add = 0.1 prowess = 1 knight_effectiveness_mult = 0.05 } is_enabled = { building_hall_of_heroes_requirement = yes } next_building = hall_of_heroes_02 ai_value = { base = 100 } type = special flag = travel_point_of_interest_martial } hall_of_heroes_02 = { effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_activity_cost_max_discount_effect_desc } } type_icon = "icon_building_hall_of_heroes.dds" levy = 265 max_garrison = 110 cost_gold = 225 construction_time = 500 character_modifier = { monthly_piety_gain_per_knight_add = 0.1 prowess = 1 knight_effectiveness_mult = 0.1 } is_enabled = { building_hall_of_heroes_requirement = yes } next_building = hall_of_heroes_03 ai_value = { base = 100 } type = special flag = travel_point_of_interest_martial } hall_of_heroes_03 = { effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_activity_cost_max_discount_effect_desc } } type_icon = "icon_building_hall_of_heroes.dds" levy = 375 max_garrison = 150 cost_gold = 300 construction_time = 500 character_modifier = { monthly_piety_gain_per_knight_add = 0.1 prowess = 2 knight_effectiveness_mult = 0.15 } is_enabled = { building_hall_of_heroes_requirement = yes } next_building = hall_of_heroes_04 ai_value = { base = 100 } type = special flag = travel_point_of_interest_martial } hall_of_heroes_04 = { effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_activity_cost_max_discount_effect_desc } } type_icon = "icon_building_hall_of_heroes.dds" levy = 500 max_garrison = 225 cost_gold = 375 construction_time = 500 character_modifier = { monthly_piety_gain_per_knight_add = 0.1 prowess = 2 knight_effectiveness_mult = 0.2 } is_enabled = { building_hall_of_heroes_requirement = yes } next_building = hall_of_heroes_05 ai_value = { base = 100 } type = special flag = travel_point_of_interest_martial } hall_of_heroes_05 = { effect_desc = { triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = tournament_activity_cost_max_discount_effect_desc } } type_icon = "icon_building_hall_of_heroes.dds" levy = 700 max_garrison = 260 cost_gold = 450 construction_time = 500 character_modifier = { monthly_piety_gain_per_knight_add = 0.1 prowess = 3 knight_effectiveness_mult = 0.25 } is_enabled = { building_hall_of_heroes_requirement = yes } ai_value = { base = 100 } type = special flag = travel_point_of_interest_martial } ########## # Universities ########## generic_university = { construction_time = very_slow_construction_time effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } type_icon = "icon_building_university.dds" can_construct_potential = { building_requirement_tribal = no building_university_requirement = yes } can_construct = { scope:holder = { highest_held_title_tier >= tier_duchy prestige_level >= 4 } county = { development_level >= 30 } } show_disabled = yes on_complete = { county.holder = { save_scope_as = founder found_university_decision_event_effect = yes every_player = { limit = { NOT = { this = scope:founder } is_within_diplo_range = { CHARACTER = scope:founder } } trigger_event = major_decisions.2002 } } } cost_gold = 1000 character_modifier = { learning_per_prestige_level = 1 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.05 monthly_dynasty_prestige = 0.25 } county_modifier = { development_growth_factor = 0.1 development_growth = 0.1 } ai_value = { base = 8 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } al_azhar_university = { construction_time = very_slow_construction_time effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } type_icon = "icon_structure_al-azhar_university.dds" can_construct_potential = { building_requirement_tribal = no building_university_requirement = yes } can_construct = { } show_disabled = yes cost_gold = 1000 character_modifier = { learning_per_prestige_level = 1 diplomacy_per_prestige_level = 1 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.05 monthly_dynasty_prestige = 0.25 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } sankore_university = { construction_time = very_slow_construction_time effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } type_icon = "icon_structure_the_university_of_sankore.dds" can_construct_potential = { building_requirement_tribal = no building_university_requirement = yes } can_construct = { } show_disabled = yes cost_gold = 1000 character_modifier = { learning_per_prestige_level = 1 martial_per_prestige_level = 1 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.05 monthly_dynasty_prestige = 0.25 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } siena_university = { construction_time = very_slow_construction_time effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } type_icon = "icon_structure_university_of_siena.dds" can_construct_potential = { building_requirement_tribal = no building_university_requirement = yes } can_construct = { } show_disabled = yes cost_gold = 1000 character_modifier = { learning_per_prestige_level = 1 intrigue_per_prestige_level = 1 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.05 monthly_dynasty_prestige = 0.25 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } nalanda_university = { construction_time = very_slow_construction_time effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } type_icon = "icon_structure_nalanda.dds" can_construct_potential = { building_requirement_tribal = no building_university_requirement = yes } can_construct = { } show_disabled = yes cost_gold = 1000 character_modifier = { learning_per_prestige_level = 1 stewardship_per_prestige_level = 1 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.05 monthly_dynasty_prestige = 0.25 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } ######## #Sicilian_parliament ######## special_sicilian_parliament_01 = { construction_time = very_slow_construction_time is_enabled = { is_county_capital = yes has_variable = variable_sicilian_parliament_county } cost_gold = 1500 province_modifier = { monthly_income = 1 } county_modifier = { development_growth_factor = 0.25 monthly_county_control_growth_add = 1 county_opinion_add = 25 } character_modifier = { monthly_prestige = 0.75 } type_icon = "icon_building_generic_house.dds" ai_value = { base = 100 modifier = { factor = 0 scope:holder = { government_has_flag = government_is_theocracy } } modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ######## #Greenhouse ######## special_greenhouse_01 = { construction_time = very_slow_construction_time is_enabled = { has_variable = variable_greenhouse } province_modifier = { monthly_income = 1 } county_modifier = { development_growth_factor = 0.25 county_opinion_add = 25 } character_modifier = { health = 0.25 monthly_prestige = 1 } type_icon = "icon_building_generic_house.dds" ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } ########## # Hotin Fortress (AKA: Khotyn Fortress) ########## hotin_fort_01 = { construction_time = slow_construction_time type_icon = "icon_structure_hotin_fortress.dds" can_construct_potential = { } cost_gold = 400 character_modifier = { monthly_dynasty_prestige_mult = 0.05 } max_garrison = good_building_max_garrison_tier_1 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_2 fort_level = good_building_fort_level_tier_1 stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 travel_danger = -10 } next_building = hotin_fort_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } hotin_fort_02 = { construction_time = slow_construction_time type_icon = "icon_structure_hotin_fortress.dds" can_construct_potential = { } can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 800 character_modifier = { monthly_dynasty_prestige_mult = 0.05 martial_per_prestige_level = 1 } max_garrison = good_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_2 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 travel_danger = -20 } county_modifier = { tax_mult = 0.05 monthly_county_control_growth_add = 0.5 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # Golden Gate of Kiev ########## golden_gate_of_kiev_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_golden_gate_of_kiev.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_battlements } } cost_gold = 1000 character_modifier = { monthly_prestige_gain_mult = 0.1 monthly_piety_gain_mult = 0.1 } max_garrison = good_building_max_garrison_tier_1 province_modifier = { fort_level = good_building_fort_level_tier_1 defender_holding_advantage = normal_building_advantage_tier_1 travel_danger = -20 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.1 tax_mult = 0.1 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_wonder } ########## # Heddal Stave Church ########## heddal_stave_church_01 = { construction_time = slow_construction_time type_icon = "icon_structure_cathedral_pagan.dds" can_construct_potential = { } can_construct = { scope:holder.culture = { has_innovation = innovation_city_planning } } cost_gold = 1000 character_modifier = { monthly_piety_gain_mult = 0.1 monthly_dynasty_prestige_mult = 0.05 knight_effectiveness_mult = 0.2 knight_limit = 1 } province_modifier = { monthly_income = 1 } county_modifier = { tax_mult = 0.1 levy_size = 0.1 county_opinion_add = 10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Temple of Uppsala ########## temple_of_uppsala_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_temple_of_uppsala.dds" can_construct_potential = { } can_construct = { OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } scope:holder = { culture = { has_innovation = innovation_city_planning } } } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 men_at_arms_maintenance = -0.1 knight_effectiveness_mult = 0.15 } province_modifier = { monthly_income = 1 } county_modifier = { tax_mult = 0.1 levy_size = 0.1 development_growth_factor = 0.2 } next_building = temple_of_uppsala_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } temple_of_uppsala_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_cologne_cathedral.dds" can_construct_potential = { } can_construct = { OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } scope:holder = { culture = { has_innovation = innovation_manorialism } } } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 monthly_prestige_gain_per_knight_mult = 0.02 men_at_arms_maintenance = -0.1 knight_effectiveness_mult = 0.2 } province_modifier = { monthly_income = 2 } county_modifier = { tax_mult = 0.15 levy_size = 0.15 development_growth_factor = 0.25 } ai_value = { base = 8 } type = special flag = travel_point_of_interest_religious } ########## # Lund Cathedral ########## lund_cathedral_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_lund_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.3 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.1 } province_modifier = { monthly_income = 2 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 development_growth = 0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Danevirke ########## danevirke_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_palisades.dds" can_construct_potential = { } cost_gold = 300 province_modifier = { defender_holding_advantage = 5 stationed_maa_toughness_mult = 0.05 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial_minor } ########## # Roman Walls of Lugo ########## roman_wall_of_lugo_01 = { asset = { type = pdxmesh name = "fp2_building_special_roman_wall_of_lugo_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "lugo_walls.dds" can_construct_potential = { } cost_gold = 300 character_modifier = { learning = 1 monthly_dynasty_prestige_mult = 0.05 } county_holder_character_modifier = { learning = 1 monthly_dynasty_prestige_mult = 0.05 } province_modifier = { monthly_income = 1 garrison_size = 0.1 fort_level = 1 travel_danger = -10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Rock of Gibraltar ########## rock_of_gibraltar_01 = { asset = { type = pdxmesh name = "fp2_building_special_rock_of_gibraltar_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "gibraltar.dds" can_construct_potential = { } cost_gold = 300 character_modifier = { stewardship = 1 diplomatic_range_mult = 0.2 } province_modifier = { fort_level = 1 defender_holding_advantage = normal_building_advantage_tier_1 } county_modifier = { development_growth_factor = 0.1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_natural_feature } ########## # Aljaferia Palace ########## aljaferia_palace_01 = { asset = { type = pdxmesh name = "fp2_building_special_aljaferia_mesh" } construction_time = very_slow_construction_time type_icon = "aljaferia.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 diplomacy_per_prestige_level = 1 } max_garrison = good_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_2 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 travel_danger = -20 } county_modifier = { tax_mult = 0.05 monthly_county_control_growth_add = 0.5 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Tower of Hercules ########## tower_of_hercules_01 = { asset = { type = pdxmesh name = "fp2_building_special_tower_of_hercules_mesh" } construction_time = very_slow_construction_time type_icon = "hercules.dds" can_construct_potential = { } cost_gold = 300 character_modifier = { naval_movement_speed_mult = 0.25 embarkation_cost_mult = -0.25 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } ########## # City Walls of Toledo ########## city_wall_of_toledo_01 = { asset = { type = pdxmesh name = "fp2_building_special_toledo_city_walls_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "toledo.dds" can_construct_potential = { } cost_gold = 1000 county_modifier = { defender_holding_advantage = 5 development_growth_factor = 0.1 development_growth = 0.3 tax_mult = 0.1 hostile_raid_time = 0.5 } province_modifier = { garrison_size = 0.25 fort_level = 2 travel_danger = -20 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Alcazar de Segovia ########## alcazar_of_segovia_01 = { asset = { type = pdxmesh name = "fp2_building_special_alcazar_de_segovia_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "alcazar_segovia.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 martial_per_prestige_level = 1 } max_garrison = good_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_2 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 travel_danger = -20 } county_modifier = { tax_mult = 0.05 monthly_county_control_growth_add = 0.5 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # The Santiago de Compostela Archcathedral Basilica ########## holy_site_basilica_santiago_01 = { asset = { type = pdxmesh name = "fp2_building_special_basilica_santiago_mesh" } construction_time = very_slow_construction_time type_icon = "compostela.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_muslim_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } scope:holder = { religion = religion:christianity_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 holy_order_hire_cost_mult = -0.15 clergy_opinion = 5 learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value } county_modifier = { tax_mult = 0.3 development_growth_factor = 0.2 development_growth = 0.2 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Sancutary of Imam Reza ########## imam_reza_shrine_01 = { asset = { type = pdxmesh name = "fp3_building_special_imam_reza_shrine_01_a_mesh" soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_imamrezashrine" } } construction_time = very_slow_construction_time type_icon = "icon_structure_imam_reza_shrine.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_muslim_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 0.2 learning_per_piety_level = 1 imami_opinion = 10 advantage_against_coreligionists = 5 monthly_dynasty_prestige_mult = 0.05 } province_modifier = { monthly_income = 2 } county_modifier = { tax_mult = 0.15 development_growth_factor = 0.55 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious # religious tomb/complex } ########## # Dome of Soltaniyeh ########## soltaniyeh_01 = { asset = { type = pdxmesh name = "fp3_building_special_soltaniyeh_01_a_mesh" soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_soltaniyeh" } } construction_time = very_slow_construction_time type_icon = "icon_structure_soltaniyeh.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder = { culture = { has_innovation = innovation_development_03 } } } cost_gold = 1000 character_modifier = { monthly_piety_gain_per_knight_mult = 0.03 monthly_dynasty_prestige_mult = 0.05 clan_government_opinion_same_faith = 5 cultural_head_fascination_mult = 0.1 } county_modifier = { development_growth_factor = 0.1 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_wonder # monumental tomb } ########## # Ruins of the Palace of Ctesiphon ########## palace_of_ctesiphon_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_palace_of_ctesiphon.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 character_modifier = { zoroastrianism_religion_opinion = 5 } county_holder_character_modifier = { learning = 1 } county_modifier = { build_speed = -0.1 # Baghdad was constructed using stones from Ctesiphon } next_building = palace_of_ctesiphon_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning # ancient ruin } palace_of_ctesiphon_02 = { asset = { type = pdxmesh name = "fp3_building_special_palace_of_ctesiphon_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_palace_of_ctesiphon.dds" can_construct = { scope:holder = { AND = { OR = { religion = religion:zoroastrianism_religion faith = faith:manichean faith = faith:nestorian faith = faith:hellenic_pagan } highest_held_title_tier >= tier_kingdom is_independent_ruler = yes } } } show_disabled = yes cost_gold = 2000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 monthly_prestige_gain_per_happy_powerful_vassal_add = 0.2 diplomacy_per_piety_level = 1 title_creation_cost_mult = -0.25 persian_opinion = 5 zoroastrianism_religion_opinion = 5 } county_modifier = { build_prestige_cost = -0.2 build_gold_cost = -0.2 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning # ancient ruin } ########## # Falak-ol-Aflak ########## falak_ol_aflak_citadel_01 = { asset = { type = pdxmesh name = "fp3_building_special_falak_ol_aflak_citadel_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_falak_ol_aflak_citadel.dds" can_construct_potential = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 character_modifier = { desert_mountains_attrition_mult = -0.5 } max_garrison = good_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_2 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 } county_modifier = { tax_mult = 0.05 monthly_county_control_growth_add = 0.5 county_opinion_add = 10 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial # fortress } ########## # Minarets of Jam ########## minarets_and_remains_of_jam_01 = { asset = { type = pdxmesh name = "fp3_building_special_minaret_and_remains_of_jam_01_a_mesh" soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_minaret" } } construction_time = very_slow_construction_time type_icon = "icon_structure_minaret_and_remains_of_jam.dds" can_construct = { scope:holder = { religion = religion:islam_religion } } is_enabled = { custom_description = { text = holy_site_muslim_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 monthly_piety_gain_per_knight_add = 0.1 stewardship_per_prestige_level = 1 clan_government_opinion_same_faith = 5 } county_modifier = { tax_mult = 0.05 monthly_county_control_growth_add = 0.5 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious # religious monument } ########## # Great Wall of Gorgan ########## great_wall_of_gorgan_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_great_wall_of_gorgan.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 province_modifier = { build_gold_cost = -0.1 fort_level = 1 garrison_size = 0.25 hostile_raid_time = 0.25 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial # wall } ########## # Lake Maharloo ########## maharloo_lake_01 = { asset = { type = pdxmesh name = "fp3_building_special_maharloo_lake_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_maharloo_lake.dds" can_construct_potential = { } cost_gold = 300 character_modifier = { learning = 1 stress_loss_mult = 0.1 } county_modifier = { county_opinion_add = 5 development_growth = 0.1 development_growth_factor = 0.6 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_natural_feature # lake } ########## # Rainbow Mountains ########## rainbow_mountains_01 = { effect_desc = hunting_grounds_desc asset = { type = pdxmesh name = "fp3_building_special_rainbow_mountains_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_ala_daghlar_mountains.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 county_holder_character_modifier = { diplomacy = 1 } county_modifier = { development_growth_factor = 0.2 tax_mult = 0.1 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_natural_feature # mountain } ########## # Mount Damavand ########## mount_damavand_01 = { asset = { type = pdxmesh name = "fp3_building_special_mount_damavand_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_mount_damavand.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 character_modifier = { stress_loss_mult = 0.1 mountains_travel_danger = -10 } county_holder_character_modifier = { } county_modifier = { mountains_levy_size = 0.5 travel_danger = -30 development_growth_factor = 0.3 } province_modifier = { stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_natural_feature # mountain } ########## # Tomb of Batsheba ########## tomb_of_cyrus_01 = { asset = { type = pdxmesh name = "fp3_building_special_tomb_of_cyrus_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_tomb_of_cyrus.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 character_modifier = { close_relative_opinion = 10 negate_health_penalty_add = 0.1 monthly_dynasty_prestige_mult = 0.05 } province_modifier = { monthly_income = 1 } county_modifier = { monthly_county_control_growth_add = 0.5 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious # religious tomb } ########## # Ark of Bukhara ########## ark_of_bukhara_01 = { asset = { type = pdxmesh name = "fp3_building_special_ark_of_bukhara_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_ark_of_bukhara.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 drylands_attrition_mult = -0.25 } max_garrison = good_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_2 stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } county_modifier = { development_growth_factor = 0.1 development_growth = 0.1 hostile_raid_time = 0.25 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial # fortress } ########## # Shah-i-Zinda ########## shah_i_zinda_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_shah_i_zindah.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_development_01 } } cost_gold = 400 character_modifier = { monthly_piety = 0.1 learning_per_stress_level = 1 } county_modifier = { monthly_county_control_growth_add = 0.5 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } next_building = shah_i_zinda_02 type = special flag = travel_point_of_interest_religious # religious tomb } shah_i_zinda_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_ruins_of_ctesiphon.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 800 character_modifier = { monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 clan_government_opinion_same_faith = 5 learning_per_stress_level = 1 } county_modifier = { monthly_county_control_growth_add = 0.5 development_growth_factor = 0.1 development_growth = 0.2 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious # religious tomb } ########## # Alamut Castle ########## alamut_castle_01 = { asset = { type = pdxmesh name = "fp3_building_special_alamut_castle_01_a_mesh" } construction_time = slow_construction_time type_icon = "icon_structure_alamut_castle.dds" can_construct_potential = { } cost_gold = 400 province_modifier = { travel_danger = -30 hostile_raid_time = 2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 fort_level = good_building_fort_level_tier_3 } county_modifier = { defender_holding_advantage = 2 monthly_county_control_growth_add = 0.5 } character_modifier = { monthly_county_control_growth_factor = 0.2 monthly_piety = 0.2 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } next_building = alamut_castle_02 type = special flag = travel_point_of_interest_martial # fortress } alamut_castle_02 = { asset = { type = pdxmesh name = "fp3_building_special_alamut_castle_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_hotin_fortress.dds" can_construct = { scope:holder = { employs_court_position = master_assassin_court_position } } cost_gold = 600 cost_piety = 400 character_modifier = { max_hostile_schemes_add = 1 monthly_piety = 0.5 learning = 1 monthly_county_control_growth_factor = 0.2 } province_modifier = { travel_danger = -50 hostile_raid_time = 3 stationed_maa_toughness_mult = normal_maa_toughness_tier_4 fort_level = good_building_fort_level_tier_4 } county_modifier = { defender_holding_advantage = 4 monthly_county_control_growth_add = 1 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial # fortress } assassin_castle_01 = { asset = { type = pdxmesh name = "fp3_building_special_alamut_castle_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_hotin_fortress.dds" cost_gold = 600 cost_piety = 400 character_modifier = { max_hostile_schemes_add = 1 monthly_piety = 0.5 learning = 1 monthly_county_control_growth_factor = 0.2 } province_modifier = { travel_danger = -50 hostile_raid_time = 3 stationed_maa_toughness_mult = normal_maa_toughness_tier_4 fort_level = good_building_fort_level_tier_4 } county_modifier = { defender_holding_advantage = 4 monthly_county_control_growth_add = 1 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial # fortress } ################## # Event Tower of Silence (typically a duchy building, this is a special for FP3 events) ################## event_tower_of_silence_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_tower_of_silence.dds" can_construct_potential = { always = no } cost_gold = expensive_building_tier_3_cost county_modifier = { county_opinion_add = 5 development_growth_factor = 0.10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for duchy buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious # funeral site } ############ EP3 ############### ########## # Church of the Theotokos ########## church_of_the_theotokos = { asset = { type = pdxmesh name = "ep3_monument_parthenon_01_b_mesh" } type_icon = "icon_structure_parthenon_theotokos.dds" construction_time = slow_construction_time cost_gold = 1000 can_construct = { scope:holder.faith.religion = religion:christianity_religion } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } cost_gold = 1000 character_modifier = { monthly_piety = 0.3 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.05 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.15 } province_modifier = { travel_danger = -10 monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special next_building = parthenon flag = travel_point_of_interest_religious } parthenon = { asset = { type = pdxmesh name = "ep3_monument_parthenon_01_a_mesh" } type_icon = "icon_structure_parthenon.dds" construction_time = slow_construction_time cost_gold = 1000 can_construct = { scope:holder.faith.religion = faith:hellenic_pagan.religion } is_enabled = { scope:holder.faith.religion = faith:hellenic_pagan.religion custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.3 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.05 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.15 } province_modifier = { travel_danger = -10 monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Hagios Demetrios ########## hagios_demetrios = { asset = { type = pdxmesh name = ep3_hagios_demetrios_01_a_mesh } construction_time = slow_construction_time type_icon = "icon_structure_hagios_demetrios.dds" cost_gold = 1000 can_construct = { scope:holder.faith.religion = religion:christianity_religion } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.2 monthly_county_control_growth_factor = 0.05 same_faith_opinion = 5 } county_modifier = { development_growth = 0.1 county_opinion_add = 5 } province_modifier = { monthly_income = 0.5 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Kassiopi Castle ########## kassiopi_castle = { construction_time = very_slow_construction_time type_icon = "icon_structure_kassiopi_castle.dds" cost_gold = 1000 can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder = { culture = { has_innovation = innovation_battlements } } } character_modifier = { monthly_influence = 0.1 monthly_influence_mult = 0.05 } county_modifier = { hostile_raid_time = 0.5 travel_danger = -20 development_growth_factor = 0.2 levy_size = 0.3 } province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_2 garrison_size = 0.2 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Church of St. Lazarus ########## saint_lazarus = { asset = { type = pdxmesh name = ep3_church_saint_lazarus_mesh } construction_time = slow_construction_time type_icon = "icon_structure_saint_lazarus.dds" cost_gold = 750 can_construct = { } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.3 monthly_county_control_growth_factor = 0.05 same_faith_opinion = 5 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { development_growth = 0.2 county_opinion_add = 5 } province_modifier = { monthly_income = 0.4 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Sumela Monastery ########## sumela_monastery_01 = { asset = { type = pdxmesh name = ep3_sumela_monastery_01_a_mesh } construction_time = slow_construction_time type_icon = "icon_structure_sumela_monastery.dds" cost_gold = 1000 can_construct = { } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.3 monthly_county_control_growth_factor = 0.05 same_faith_opinion = 5 clergy_opinion = 5 } county_modifier = { development_growth = 0.1 development_growth_factor = 0.1 county_opinion_add = 5 tax_mult = 0.1 } province_modifier = { monthly_income = 0.2 } next_building = sumela_monastery_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } sumela_monastery_02 = { asset = { type = pdxmesh name = ep3_sumela_monastery_01_b_mesh } construction_time = very_slow_construction_time type_icon = "icon_structure_sumela_monastery.dds" cost_gold = 750 can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.faith.religion = religion:christianity_religion } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.4 monthly_county_control_growth_factor = 0.1 same_faith_opinion = 5 clergy_opinion = 10 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.2 county_opinion_add = 5 tax_mult = 0.2 } province_modifier = { monthly_income = 0.4 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Patras Castle ########## patras_castle = { asset = { type = pdxmesh name = ep3_patras_castle_01_a_mesh } construction_time = slow_construction_time type_icon = "icon_structure_patras_castle.dds" cost_gold = 1000 can_construct_potential = { building_requirement_tribal = no } can_construct = { } character_modifier = { monthly_dynasty_prestige_mult = 0.05 monthly_influence = 0.1 monthly_influence_mult = 0.05 } county_modifier = { hostile_raid_time = 0.75 travel_danger = -20 development_growth_factor = 0.1 levy_size = 0.2 county_opinion_add = 10 } province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_2 garrison_size = 0.2 stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Maiden's Tower ########## maiden_tower = { asset = { type = pdxmesh name = ep3_maidens_tower_01_a_mesh } construction_time = slow_construction_time type_icon = "icon_structure_maiden_tower.dds" cost_gold = 750 can_construct_potential = { building_requirement_tribal = no } can_construct = { } character_modifier = { monthly_dynasty_prestige_mult = 0.05 monthly_influence = 0.1 monthly_influence_mult = 0.05 } county_modifier = { hostile_raid_time = 1 travel_danger = -25 county_opinion_add = 5 tax_mult = 0.2 } province_modifier = { defender_holding_advantage = normal_building_advantage_tier_4 fort_level = good_building_fort_level_tier_1 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 monthly_income = 2 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Despots' Palace at Mystras ########## despot_palace = { asset = { type = pdxmesh name = ep3_despots_palace_mesh } construction_time = very_slow_construction_time type_icon = "icon_structure_despot_palace.dds" cost_gold = 1200 can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_primogeniture has_cultural_pillar = heritage_byzantine } } character_modifier = { monthly_dynasty_prestige_mult = 0.1 powerful_vassal_opinion = 5 monthly_prestige_gain_per_happy_powerful_vassal_add = 0.15 courtly_opinion = 5 parochial_opinion = 5 legitimacy_gain_mult = 0.1 monthly_influence = 0.2 monthly_influence_mult = 0.3 } county_modifier = { monthly_county_control_growth_add = 0.5 county_opinion_add = 20 tax_mult = 0.3 development_growth_factor = 0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # Meteora ########## meteora_01 = { asset = { type = pdxmesh name = ep3_meteora_01_mesh } construction_time = slow_construction_time type_icon = "icon_structure_meteora.dds" cost_gold = 500 can_construct = { } is_enabled = { scope:holder.faith = faith:orthodox } character_modifier = { monthly_piety = 0.2 } county_modifier = { development_growth = 0.1 development_growth_factor = 0.1 county_opinion_add = 10 tax_mult = 0.1 } province_modifier = { monthly_income = 0.4 } next_building = meteora_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } meteora_02 = { asset = { type = pdxmesh name = ep3_meteora_02_mesh } construction_time = very_slow_construction_time type_icon = "icon_structure_meteora.dds" cost_gold = 1000 can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } } is_enabled = { scope:holder.faith = faith:orthodox } character_modifier = { monthly_piety = 0.3 monthly_county_control_growth_factor = 0.05 clergy_opinion = 5 parochial_opinion = 5 zealot_opinion = 5 zealot_tax_contribution_mult = 0.2 zealot_levy_contribution_mult = 0.2 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.1 county_opinion_add = 10 tax_mult = 0.2 } province_modifier = { monthly_income = 0.5 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Mt. Athos ########## mount_athos_01 = { asset = { type = pdxmesh name = ep3_athos_monasteries_01_a_mesh } construction_time = slow_construction_time type_icon = "icon_structure_mount_athos.dds" cost_gold = 300 can_construct = { } is_enabled = { scope:holder.faith = faith:orthodox } character_modifier = { religious_vassal_opinion = 5 } county_modifier = { development_growth = 0.1 development_growth_factor = 0.1 tax_mult = 0.1 } province_modifier = { monthly_income = 0.1 } next_building = mount_athos_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } mount_athos_02 = { asset = { type = pdxmesh name = ep3_athos_monasteries_01_a_mesh } construction_time = slow_construction_time type_icon = "icon_structure_mount_athos.dds" cost_gold = 600 can_construct = { } is_enabled = { scope:holder.faith = faith:orthodox } character_modifier = { monthly_piety = 0.2 religious_vassal_opinion = 10 zealot_opinion = 5 clergy_opinion = 5 } county_modifier = { development_growth = 0.15 development_growth_factor = 0.15 county_opinion_add = 5 tax_mult = 0.2 } province_modifier = { monthly_income = 0.3 } next_building = mount_athos_03 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } mount_athos_03 = { asset = { type = pdxmesh name = ep3_athos_monasteries_01_b_mesh } construction_time = very_slow_construction_time type_icon = "icon_structure_mount_athos.dds" cost_gold = 1000 can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } } is_enabled = { scope:holder.faith = faith:orthodox } character_modifier = { monthly_piety = 0.4 cultural_head_fascination_mult = 0.10 faith_creation_piety_cost_mult = -0.2 religious_vassal_opinion = 10 zealot_opinion = 10 clergy_opinion = 10 } county_modifier = { development_growth = 0.3 development_growth_factor = 0.3 county_opinion_add = 10 tax_mult = 0.3 } province_modifier = { monthly_income = 0.4 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Sant'Apollinare Nuovo ########## apollinare_nuovo = { asset = { type = pdxmesh name = ep3_basilica_sant_apollinare_nuovo_mesh } construction_time = slow_construction_time type_icon = "icon_structure_apollinare_nuovo.dds" cost_gold = 1000 can_construct = { } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.2 religious_vassal_opinion = 5 monthly_county_control_growth_factor = 0.1 zealot_opinion = 5 clergy_opinion = 5 } county_modifier = { development_growth = 0.25 development_growth_factor = 0.25 county_opinion_add = 10 tax_mult = 0.3 } province_modifier = { monthly_income = 0.5 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Saint Chatherine's Monastery ########## saint_catherine = { asset = { type = pdxmesh name = ep3_saint_catherine_monastery_mesh } construction_time = slow_construction_time type_icon = "icon_structure_saint_catherine.dds" cost_gold = 1000 can_construct = { } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.3 religious_vassal_opinion = 5 monthly_county_control_growth_factor = 0.2 monthly_lifestyle_xp_gain_mult = 0.10 cultural_head_fascination_mult = 0.10 zealot_opinion = 5 clergy_opinion = 5 } county_modifier = { development_growth = 0.3 development_growth_factor = 0.3 tax_mult = 0.3 } province_modifier = { monthly_income = 1 fort_level = good_building_fort_level_tier_1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Jvari Monastery ########## jvari_monastery = { asset = { type = pdxmesh name = ep3_jvari_monastery_01_a_mesh } construction_time = slow_construction_time type_icon = "icon_structure_jvari_monastery.dds" cost_gold = 700 can_construct = { } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.3 religious_vassal_opinion = 5 zealot_opinion = 5 clergy_opinion = 10 monthly_county_control_growth_factor = 0.1 } county_modifier = { development_growth = 0.1 development_growth_factor = 0.15 tax_mult = 0.3 county_opinion_add = 10 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Etchmiadzin Cathedral ########## etchmiadzin_cathedral = { asset = { type = pdxmesh name = ep3_etchmiadzin_cathedral_01_a_mesh } construction_time = very_slow_construction_time type_icon = "icon_structure_etchmiadzin_cathedral.dds" cost_gold = 1000 can_construct = { } is_enabled = { scope:holder.faith = faith:armenian_apostolic } character_modifier = { monthly_piety = 0.4 religious_vassal_opinion = 10 zealot_opinion = 10 clergy_opinion = 10 monthly_dynasty_prestige_mult = 0.05 same_faith_opinion = 5 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.15 tax_mult = 0.3 county_opinion_add = 10 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Cattolica di Stilo ########## cattolica_stilo = { asset = { type = pdxmesh name = ep3_cattolica_di_stilo_mesh } construction_time = slow_construction_time type_icon = "icon_structure_cattolica_stilo.dds" cost_gold = 750 can_construct = { scope:holder.faith.religion = religion:christianity_religion } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.5 religious_vassal_opinion = 5 zealot_opinion = 5 clergy_opinion = 5 holy_order_hire_cost_mult = -0.15 } county_modifier = { development_growth = 0.15 development_growth_factor = 0.15 tax_mult = 0.1 county_opinion_add = 10 } province_modifier = { monthly_income = 0.2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Hosios Loukas ########## hosios_loukas = { construction_time = slow_construction_time type_icon = "icon_structure_hosios_loukas.dds" cost_gold = 1000 can_construct = { scope:holder.faith.religion = religion:christianity_religion } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.2 religious_vassal_opinion = 5 zealot_opinion = 5 clergy_opinion = 5 monthly_prestige = 0.3 monthly_influence = 0.2 negate_health_penalty_add = 0.05 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.2 tax_mult = 0.4 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Church of Saint Sophia, Ohrid ########## sofia_ohrid = { asset = { type = pdxmesh name = ep3_church_saint_sophia_ohrid_01_a_mesh } construction_time = very_slow_construction_time type_icon = "icon_structure_sofia_ohrid.dds" cost_gold = 1000 can_construct = { scope:holder.faith.religion = religion:christianity_religion } is_enabled = { scope:holder.faith.religion = religion:christianity_religion } character_modifier = { monthly_piety = 0.3 religious_vassal_opinion = 5 zealot_opinion = 5 clergy_opinion = 10 monthly_county_control_growth_factor = 0.05 monthly_dynasty_prestige_mult = 0.05 } county_modifier = { development_growth = 0.3 development_growth_factor = 0.3 tax_mult = 0.2 } province_modifier = { monthly_income = 0.5 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Fairy Chimneys ########## fairy_chimneys = { asset = { type = pdxmesh name = ep3_fairy_chimneys_01_a_mesh } construction_time = very_slow_construction_time type_icon = "icon_structure_fairy_chimneys.dds" can_construct_potential = { } is_enabled = { } cost_gold = 250 county_modifier = { development_growth_factor = 0.1 development_growth = 0.2 hostile_raid_time = 0.5 defender_holding_advantage = 5 } province_modifier = { garrison_size = 0.1 levy_size = 0.1 travel_danger = -10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Cilician Gates ########## cilician_gates = { asset = { type = pdxmesh name = ep3_cilician_gates_mesh } construction_time = very_slow_construction_time type_icon = "icon_structure_cilician_gates.dds" can_construct_potential = { } is_enabled = { } cost_gold = 500 character_modifier = { monthly_dynasty_prestige_mult = 0.05 monthly_influence = 0.1 monthly_influence_mult = 0.1 } county_modifier = { hostile_raid_time = 1 defender_holding_advantage = 5 monthly_county_control_growth_add = 0.5 fort_level = good_building_fort_level_tier_1 } province_modifier = { travel_danger = -10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial }