@camp_building_main_slot_construction_duration_t1 = 180 @camp_building_main_slot_construction_duration_t2 = 210 @camp_building_main_slot_construction_duration_t3 = 240 @camp_building_main_slot_construction_duration_t4 = 300 @camp_building_main_slot_construction_duration_t5 = 360 @camp_building_main_slot_construction_duration_t6 = 420 @camp_building_internal_slot_construction_duration_t1 = 180 @camp_building_internal_slot_construction_duration_t2 = 240 @camp_building_internal_slot_construction_duration_t3 = 300 ################## # CAMP BUILDINGS ################## ### Camp Main Building - Pavilion camp_main_01 = { slot_type = main # Always built, so construction time doesn't matter. construction_time = 1 allowed_domicile_types = { camp } character_modifier = { health = 0.5 domicile_external_slots_capacity_add = 2 } parameters = { camp_unlocks_second_officer = yes } # If you ever lose your main tent, for the love of god, get it back AQAP. ai_value = { value = 10000 } ### ASIAN asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_01_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### WESTERN asset = { trigger = { owner.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_01_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### TRIBAL asset = { trigger = { owner.culture = { OR = { has_graphical_norse_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_01_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### STEPPE asset = { trigger = { owner.culture = { has_graphical_steppe_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_01_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### DESERT asset = { trigger = { owner.culture = { OR = { has_graphical_mena_culture_group_trigger = yes has_graphical_iranian_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes has_graphical_mediterranean_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_01_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } } camp_main_02 = { slot_type = main construction_time = @camp_building_main_slot_construction_duration_t4 allowed_domicile_types = { camp } previous_building = camp_main_01 cost = { gold = camp_main_02_domicile_building_gold_cost_value } refund = { gold = { value = camp_main_02_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { domicile_external_slots_capacity_add = 1 men_at_arms_cap = 1 enemy_hostile_scheme_phase_duration_add = miniscule_scheme_phase_duration_malus_value character_travel_safety_mult = 0.02 provisions_capacity_add = 100 } parameters = { camp_unlocks_second_officer = yes } ai_value = { value = camp_main_main_path_value if = { limit = { num_domicile_buildings >= 4 } multiply = 10 } } ### ASIAN asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### WESTERN asset = { trigger = { owner.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### TRIBAL asset = { trigger = { owner.culture = { OR = { has_graphical_norse_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### STEPPE asset = { trigger = { owner.culture = { has_graphical_steppe_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### DESERT asset = { trigger = { owner.culture = { OR = { has_graphical_mena_culture_group_trigger = yes has_graphical_iranian_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes has_graphical_mediterranean_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } } camp_main_03 = { slot_type = main construction_time = @camp_building_main_slot_construction_duration_t5 allowed_domicile_types = { camp } previous_building = camp_main_02 cost = { gold = camp_main_03_domicile_building_gold_cost_value } refund = { gold = { value = camp_main_03_domicile_building_gold_cost_value add = camp_main_02_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { maa_toughness_mult = 0.05 domicile_external_slots_capacity_add = 1 enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value character_travel_safety_mult = 0.02 provisions_capacity_add = 150 } parameters = { camp_unlocks_second_officer = yes } ai_value = { value = camp_main_main_path_value if = { limit = { num_domicile_buildings >= 8 } multiply = 10 } } ### ASIAN asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### WESTERN asset = { trigger = { owner.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### TRIBAL asset = { trigger = { owner.culture = { OR = { has_graphical_norse_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### STEPPE asset = { trigger = { owner.culture = { has_graphical_steppe_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### DESERT asset = { trigger = { owner.culture = { OR = { has_graphical_mena_culture_group_trigger = yes has_graphical_iranian_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes has_graphical_mediterranean_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } } camp_main_04 = { slot_type = main construction_time = @camp_building_main_slot_construction_duration_t6 allowed_domicile_types = { camp } previous_building = camp_main_03 cost = { gold = camp_main_04_domicile_building_gold_cost_value } refund = { gold = { value = camp_main_04_domicile_building_gold_cost_value add = camp_main_03_domicile_building_gold_cost_value add = camp_main_02_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { maa_toughness_mult = 0.05 men_at_arms_cap = 1 enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value character_travel_safety_mult = 0.02 provisions_capacity_add = 250 } parameters = { camp_unlocks_second_officer = yes } ai_value = { value = camp_main_main_path_value if = { limit = { num_domicile_buildings >= 12 } multiply = 10 } } ### ASIAN asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_03_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### WESTERN asset = { trigger = { owner.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### TRIBAL asset = { trigger = { owner.culture = { OR = { has_graphical_norse_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### STEPPE asset = { trigger = { owner.culture = { has_graphical_steppe_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } ### DESERT asset = { trigger = { owner.culture = { OR = { has_graphical_mena_culture_group_trigger = yes has_graphical_iranian_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes has_graphical_mediterranean_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } } ### Supply Tent - Smithing & Provisions supply_tent_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 allowed_domicile_types = { camp minority_community } cost = { gold = supply_tent_01_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { provisions_capacity_mult = 0.5 supply_capacity_mult = 0.25 } parameters = { camp_unlocks_quartermaster_officer = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = supply_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_01 internal_slots = 2 cost = { gold = supply_tent_02_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_02_domicile_building_gold_cost_value add = supply_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { provisions_capacity_mult = 0.25 supply_capacity_mult = 0.25 } parameters = { camp_unlocks_quartermaster_officer = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = supply_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_02 internal_slots = 3 cost = { gold = supply_tent_03_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_03_domicile_building_gold_cost_value add = supply_tent_02_domicile_building_gold_cost_value add = supply_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { provisions_capacity_mult = 0.25 supply_capacity_mult = 0.25 } parameters = { camp_unlocks_quartermaster_officer = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = supply_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_03 internal_slots = 4 cost = { gold = supply_tent_04_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_04_domicile_building_gold_cost_value add = supply_tent_03_domicile_building_gold_cost_value add = supply_tent_02_domicile_building_gold_cost_value add = supply_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { provisions_capacity_mult = 0.35 supply_capacity_mult = 0.25 } parameters = { camp_unlocks_quartermaster_officer = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = supply_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_04 internal_slots = 5 cost = { gold = supply_tent_05_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_05_domicile_building_gold_cost_value add = supply_tent_04_domicile_building_gold_cost_value add = supply_tent_03_domicile_building_gold_cost_value add = supply_tent_02_domicile_building_gold_cost_value add = supply_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { provisions_capacity_mult = 0.35 supply_capacity_mult = 0.25 } parameters = { camp_unlocks_quartermaster_officer = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = supply_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_05 internal_slots = 6 cost = { gold = supply_tent_06_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_06_domicile_building_gold_cost_value add = supply_tent_05_domicile_building_gold_cost_value add = supply_tent_04_domicile_building_gold_cost_value add = supply_tent_03_domicile_building_gold_cost_value add = supply_tent_02_domicile_building_gold_cost_value add = supply_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { provisions_capacity_mult = 0.5 supply_capacity_mult = 0.25 } parameters = { camp_unlocks_quartermaster_officer = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = supply_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } # Upgrades supply_tent_sutler = { # Sutler slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_01 cost = { gold = supply_tent_sutler_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_sutler_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { domicile_monthly_gold_add = 0.1 monthly_stewardship_lifestyle_xp_gain_mult = 0.25 supply_capacity_mult = 0.5 } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = stewardship_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_sutler.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_sutler.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_mender = { # Mender slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_01 cost = { gold = supply_tent_mender_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_mender_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { skirmishers_toughness_mult = 0.15 heavy_infantry_toughness_mult = 0.15 archers_toughness_mult = 0.15 pikemen_toughness_mult = 0.15 } ai_value = { value = camp_building_ai_base_t2 if = { limit = { owner = { has_lifestyle = stewardship_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_mender.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_mender.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_smithy = { # Smithy slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_01 cost = { gold = supply_tent_smithy_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_smithy_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { domicile_monthly_gold_add = 0.1 hard_casualty_modifier = -0.2 light_cavalry_toughness_mult = 0.2 heavy_cavalry_toughness_mult = 0.1 camel_cavalry_toughness_mult = 0.2 archer_cavalry_toughness_mult = 0.1 # Not elephantry for obvious reasons. } parameters = { camp_unlocks_armorer_officer = yes } ai_value = { value = camp_building_ai_base_t4 if = { limit = { owner = { OR = { has_lifestyle = martial_lifestyle has_lifestyle = stewardship_lifestyle has_lifestyle = learning_lifestyle } } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_smithy.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_smithy.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_arsenal = { # Arsenal slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_01 cost = { gold = supply_tent_arsenal_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_arsenal_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { men_at_arms_limit = 1 army_damage_mult = 0.1 } parameters = { camp_unlocks_armorer_officer = yes } ai_value = { value = camp_building_ai_base_t3 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_reserve_provisions = { # Reserve Provisions slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_01 cost = { gold = supply_tent_reserve_provisions_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_reserve_provisions_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = supply_tent_reserve_provisions.tt.unlocked_by_purpose has_realm_law_flag = unlocks_supply_tent_reserve_provisions } } character_modifier = { jungle_provisions_use_mult = -0.25 taiga_provisions_use_mult = -0.25 oasis_provisions_use_mult = -0.2 mountains_provisions_use_mult = -0.1 steppe_provisions_use_mult = -0.1 drylands_provisions_use_mult = -0.1 } parameters = { camp_unlocks_chief_forager_officer = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_reserve_water = { # Reserve Water slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_01 cost = { gold = supply_tent_reserve_water_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_reserve_water_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = supply_tent_reserve_water.tt.unlocked_by_purpose has_realm_law_flag = unlocks_supply_tent_reserve_water } } character_modifier = { desert_provisions_use_mult = -0.25 desert_mountains_provisions_use_mult = -0.25 mountains_provisions_use_mult = -0.1 steppe_provisions_use_mult = -0.1 drylands_provisions_use_mult = -0.1 } parameters = { camp_unlocks_chief_forager_officer = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_climbing_gear = { # Climbing Gear slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_01 cost = { gold = supply_tent_climbing_gear_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_climbing_gear_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = supply_tent_climbing_gear.tt.unlocked_by_purpose has_realm_law_flag = unlocks_supply_tent_climbing_gear } } character_modifier = { mountains_travel_danger = -20 desert_mountains_travel_danger = -20 mountains_advantage = 10 desert_mountains_advantage = 10 mountains_min_combat_roll = 5 desert_mountains_min_combat_roll = 5 } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_climbing.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_climbing.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } supply_tent_subdued_gear = { # Subdued Gear slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = supply_tent_01 cost = { gold = supply_tent_subdued_gear_domicile_building_gold_cost_value } refund = { gold = { value = supply_tent_subdued_gear_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = supply_tent_subdued_gear.tt.unlocked_by_purpose has_realm_law_flag = unlocks_supply_tent_subdued_gear } } character_modifier = { owned_scheme_secrecy_add = 20 } parameters = { camp_unlocks_master_thief_officer = yes camp_reduced_criminal_contract_xp_gain = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = intrigue_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds" texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" } } ### Barber Tent - Remedies & Torture barber_tent_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 allowed_domicile_types = { camp } cost = { gold = barber_tent_01_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { epidemic_travel_danger = -10 negate_health_penalty_add = 0.2 hard_casualty_modifier = -0.03 domicile_monthly_gold_add = 0.2 } parameters = { camp_infection_chance_buff_1 = yes } ai_value = { value = barber_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } barber_tent_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = barber_tent_01 internal_slots = 2 cost = { gold = barber_tent_02_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_02_domicile_building_gold_cost_value add = barber_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { epidemic_travel_danger = -5 negate_health_penalty_add = 0.2 hard_casualty_modifier = -0.03 domicile_monthly_gold_add = 0.2 } parameters = { camp_infection_chance_buff_2 = yes } ai_value = { value = barber_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } barber_tent_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = barber_tent_02 internal_slots = 3 cost = { gold = barber_tent_03_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_03_domicile_building_gold_cost_value add = barber_tent_02_domicile_building_gold_cost_value add = barber_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { epidemic_travel_danger = -5 negate_health_penalty_add = 0.2 hard_casualty_modifier = -0.03 domicile_monthly_gold_add = 0.2 } parameters = { camp_infection_chance_buff_3 = yes } ai_value = { value = barber_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } barber_tent_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 allowed_domicile_types = { camp } previous_building = barber_tent_03 internal_slots = 3 cost = { gold = barber_tent_04_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_04_domicile_building_gold_cost_value add = barber_tent_03_domicile_building_gold_cost_value add = barber_tent_02_domicile_building_gold_cost_value add = barber_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { epidemic_travel_danger = -7 negate_health_penalty_add = 0.2 hard_casualty_modifier = -0.03 domicile_monthly_gold_add = 0.2 } parameters = { camp_infection_chance_buff_4 = yes } ai_value = { value = barber_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } barber_tent_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 allowed_domicile_types = { camp } previous_building = barber_tent_04 internal_slots = 3 cost = { gold = barber_tent_05_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_05_domicile_building_gold_cost_value add = barber_tent_04_domicile_building_gold_cost_value add = barber_tent_03_domicile_building_gold_cost_value add = barber_tent_02_domicile_building_gold_cost_value add = barber_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { epidemic_travel_danger = -7 negate_health_penalty_add = 0.2 hard_casualty_modifier = -0.03 domicile_monthly_gold_add = 0.2 } parameters = { camp_infection_chance_buff_5 = yes } ai_value = { value = barber_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } barber_tent_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 allowed_domicile_types = { camp } previous_building = barber_tent_05 internal_slots = 3 cost = { gold = barber_tent_06_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_06_domicile_building_gold_cost_value add = barber_tent_05_domicile_building_gold_cost_value add = barber_tent_04_domicile_building_gold_cost_value add = barber_tent_03_domicile_building_gold_cost_value add = barber_tent_02_domicile_building_gold_cost_value add = barber_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { epidemic_travel_danger = -10 negate_health_penalty_add = 0.5 hard_casualty_modifier = -0.03 domicile_monthly_gold_add = 0.2 } parameters = { camp_infection_chance_buff_6 = yes } ai_value = { value = barber_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } # Upgrades barber_tent_surgeons_tools = { # Surgeon's Tools slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = barber_tent_01 cost = { gold = barber_tent_surgeons_tools_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_surgeons_tools_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { negate_health_penalty_add = 0.50 hard_casualty_modifier = -0.2 } parameters = { camp_improved_court_physician_aptitude = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_surgeons_tools.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_surgeons_tools.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } barber_tent_dentists_tools = { # Dentist's Tools slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = barber_tent_01 cost = { gold = barber_tent_dentists_tools_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_dentists_tools_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { negate_health_penalty_add = 0.25 hard_casualty_modifier = -0.1 } ai_value = { value = camp_building_ai_base_t2 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_dentist.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_dentist.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } barber_tent_torturers_tools = { # Torturer's Tools slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = barber_tent_01 cost = { gold = barber_tent_torturers_tools_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_torturers_tools_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { monthly_intrigue_lifestyle_xp_gain_add = 25 knight_effectiveness_per_dread = 0.001 dread_baseline_add = 10 prisoner_opinion = -30 } parameters = { camp_unlocks_torture_interaction = yes } ai_value = { value = camp_building_ai_base_t3 if = { limit = { owner = { has_lifestyle = intrigue_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { has_trait = compassionate } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_torture.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_torture.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } barber_tent_reference_corpus = { # Reference Corpus slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = barber_tent_01 cost = { gold = barber_tent_reference_corpus_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_reference_corpus_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = barber_tent_reference_corpus.tt.unlocked_by_purpose has_realm_law_flag = unlocks_barber_tent_reference_corpus } } character_modifier = { negate_health_penalty_add = 0.25 monthly_learning_lifestyle_xp_gain_mult = 0.25 learning_scheme_phase_duration = -10 } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } barber_tent_morticians_tools = { # Mortician's Tools slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = barber_tent_01 cost = { gold = barber_tent_morticians_tools_domicile_building_gold_cost_value } refund = { gold = { value = barber_tent_morticians_tools_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = barber_tent_morticians_tools.tt.unlocked_by_purpose has_realm_law_flag = unlocks_barber_tent_morticians_tools } } character_modifier = { dread_baseline_add = 30 } parameters = { camp_gold_from_victories_or_nearby_battles = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = intrigue_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_morticians_tools.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_morticians_tools.dds" texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" } } ### Baggage Train - Travel & Escorting baggage_train_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 allowed_domicile_types = { camp minority_community } cost = { gold = baggage_train_01_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_speed_mult = 0.02 provisions_capacity_mult = 0.1 supply_capacity_mult = 0.2 skirmishers_max_size_add = 1 } parameters = { camp_better_scout_for_talent = yes camp_unlocks_head_porter_officer = yes receives_more_escort_contracts = yes } ai_value = { value = baggage_train_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 internal_slots = 2 cost = { gold = baggage_train_02_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_02_domicile_building_gold_cost_value add = baggage_train_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_speed_mult = 0.02 provisions_capacity_mult = 0.1 supply_capacity_mult = 0.2 archers_max_size_add = 1 } parameters = { camp_better_scout_for_talent = yes camp_unlocks_head_porter_officer = yes receives_more_escort_contracts = yes } ai_value = { value = baggage_train_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_02 internal_slots = 3 cost = { gold = baggage_train_03_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_03_domicile_building_gold_cost_value add = baggage_train_02_domicile_building_gold_cost_value add = baggage_train_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_speed_mult = 0.02 provisions_capacity_mult = 0.1 supply_capacity_mult = 0.2 heavy_infantry_max_size_add = 1 } parameters = { camp_better_scout_for_talent = yes camp_unlocks_head_porter_officer = yes receives_more_escort_contracts = yes } ai_value = { value = baggage_train_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_03 internal_slots = 4 cost = { gold = baggage_train_04_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_04_domicile_building_gold_cost_value add = baggage_train_03_domicile_building_gold_cost_value add = baggage_train_02_domicile_building_gold_cost_value add = baggage_train_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_speed_mult = 0.02 provisions_capacity_mult = 0.1 supply_capacity_mult = 0.2 light_cavalry_max_size_add = 1 } parameters = { camp_better_scout_for_talent = yes camp_unlocks_head_porter_officer = yes receives_more_escort_contracts = yes } ai_value = { value = baggage_train_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_04 internal_slots = 5 cost = { gold = baggage_train_05_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_05_domicile_building_gold_cost_value add = baggage_train_04_domicile_building_gold_cost_value add = baggage_train_03_domicile_building_gold_cost_value add = baggage_train_02_domicile_building_gold_cost_value add = baggage_train_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_speed_mult = 0.02 provisions_capacity_mult = 0.1 supply_capacity_mult = 0.2 heavy_cavalry_max_size_add = 1 } parameters = { camp_better_scout_for_talent = yes camp_unlocks_head_porter_officer = yes receives_more_escort_contracts = yes } ai_value = { value = baggage_train_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_05 internal_slots = 6 cost = { gold = baggage_train_06_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_06_domicile_building_gold_cost_value add = baggage_train_05_domicile_building_gold_cost_value add = baggage_train_04_domicile_building_gold_cost_value add = baggage_train_03_domicile_building_gold_cost_value add = baggage_train_02_domicile_building_gold_cost_value add = baggage_train_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_speed_mult = 0.02 provisions_capacity_mult = 0.1 supply_capacity_mult = 0.2 siege_weapon_max_size_add = 1 } parameters = { camp_better_scout_for_talent = yes camp_unlocks_head_porter_officer = yes receives_more_escort_contracts = yes } ai_value = { value = baggage_train_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } # Upgrades baggage_train_ample_steeds = { # Ample Steeds slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_ample_steeds_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_ample_steeds_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = baggage_train_ample_steeds.tt.ate_steeds NOT = { has_character_flag = recently_ate_horses } } } character_modifier = { character_travel_speed = 10 light_cavalry_pursuit_mult = 0.1 heavy_cavalry_pursuit_mult = 0.1 archer_cavalry_pursuit_mult = 0.1 } parameters = { camp_unlocks_head_groom_officer = yes camp_cheaper_cavalry_reinforcement = yes } ai_value = { value = camp_building_ai_base_t2 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_porters = { # Porters slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_porters_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_porters_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { provisions_capacity_mult = 0.25 supply_capacity_mult = 0.25 knight_effectiveness_per_stewardship = 0.01 } parameters = { camp_recruit_porters_events = yes camp_improved_reinforcement_from_gold = yes } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { OR = { has_lifestyle = stewardship_lifestyle has_lifestyle = martial_lifestyle } } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_porters.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_porters.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_trackers = { # Trackers slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_trackers_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_trackers_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { movement_speed = 0.1 plains_provisions_use_mult = -0.25 jungle_provisions_use_mult = -0.25 forest_provisions_use_mult = -0.25 taiga_provisions_use_mult = -0.25 drylands_provisions_use_mult = -0.25 } parameters = { camp_unlocks_huntperson_officer = yes camp_improved_tracker_contract_success = yes camp_improves_gather_provisions_hunting = yes } ai_value = { value = camp_building_ai_base_t3 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_trackers.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_trackers.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_kennel = { # Kennel slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_kennel_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_kennel_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = baggage_train_kennel.tt.ate_dogs NOT = { has_character_flag = recently_ate_dogs } } } character_modifier = { courtier_opinion = 5 skirmishers_damage_mult = 0.2 skirmishers_pursuit_mult = 0.2 } parameters = { camp_unlocks_kennelperson_officer = yes camp_unlocks_adopt_a_kennel_dog_decision = yes } ai_value = { value = camp_building_ai_base_t1 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_siege_engineers = { # Siege Engineers slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_siege_engineers_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_siege_engineers_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = baggage_train_siege_engineers.tt.unlocked_by_purpose has_realm_law_flag = unlocks_baggage_train_siege_engineers } } character_modifier = { siege_weapon_siege_value_mult = 0.25 } parameters = { camp_unlocks_chief_engineer_officer = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_siege_engineers.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_siege_engineers.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_shrine = { # Shrine slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_shrine_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_shrine_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { domicile_monthly_piety_add = 0.25 same_faith_opinion = 5 learning = 1 } parameters = { camp_enable_conversion = yes } parameters = { camp_unlocks_camp_priest_officer = yes } ai_value = { value = camp_building_ai_base_t3 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { has_trait = cynical } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_scribes = { # Scribes slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_scribes_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_scribes_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = baggage_train_scribes.tt.unlocked_by_purpose has_realm_law_flag = unlocks_baggage_train_scribes } } character_modifier = { learning_per_prestige_level = 1 } parameters = { camp_improved_learning_contract_rewards = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_bartering_grounds = { # Bartering Grounds slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_bartering_grounds_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_bartering_grounds_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { monthly_stewardship_lifestyle_xp_gain_mult = 0.25 } parameters = { camp_improved_stewardship_contract_rewards = yes camp_unlocks_pawn_gear_interaction = yes } ai_value = { value = camp_building_ai_base_t4 if = { limit = { owner = { has_lifestyle = stewardship_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_proof_of_claims = { # Proof of Claims slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_proof_of_claims_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_proof_of_claims_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = baggage_train_proof_of_claims.tt.unlocked_by_purpose has_realm_law_flag = unlocks_baggage_train_proof_of_claims } } character_modifier = { diplomacy_per_prestige_level = 1 } parameters = { camp_unlocks_witness_officer = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_ransom_cages = { # Ransom Cages slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_ransom_cages_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_ransom_cages_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = baggage_train_ransom_cages.tt.unlocked_by_purpose has_realm_law_flag = unlocks_baggage_train_ransom_cages } } character_modifier = {} parameters = { camp_unlocks_person_haggler_officer = yes camp_reduced_prisoner_escape_chance = yes camp_unlocks_abduct_scheme = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = intrigue_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_ransom_cages.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_ransom_cages.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_negotiators = { # Negotiators slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community } previous_building = baggage_train_01 cost = { gold = baggage_train_negotiators_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_negotiators_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = baggage_train_negotiators.tt.unlocked_by_purpose has_realm_law_flag = unlocks_baggage_train_negotiators } } character_modifier = { monthly_diplomacy_lifestyle_xp_gain_mult = 0.25 } parameters = { camp_improves_wipe_slate_decision = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_ascetics = { # Ascetics slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_ascetics_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_ascetics_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = baggage_train_ascetics.tt.unlocked_by_purpose has_realm_law_flag = unlocks_baggage_train_ascetics } } character_modifier = { monthly_learning_lifestyle_xp_gain_mult = 0.25 domicile_monthly_piety_add = 3 holy_order_hire_cost_mult = -0.5 } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } baggage_train_pleasure_tents = { # Pleasure Tents slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_pleasure_tents_domicile_building_gold_cost_value } refund = { gold = { value = baggage_train_pleasure_tents_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { courtier_opinion = 10 stress_loss_mult = 0.1 intrigue_scheme_phase_duration = -10 monthly_intrigue_lifestyle_xp_gain_mult = 0.25 fertility = 0.2 } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_pleasure_tents.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_pleasure_tents.dds" texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" } } ### Mess Tent - Morsels & Morale mess_tent_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 allowed_domicile_types = { camp } cost = { gold = mess_tent_01_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { courtier_and_guest_opinion = 3 stress_loss_mult = 0.05 prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value } parameters = { camp_unlocks_camp_cook_officer = yes camp_improves_gather_provisions_decision = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = mess_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } mess_tent_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = mess_tent_01 internal_slots = 1 cost = { gold = mess_tent_02_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_02_domicile_building_gold_cost_value add = mess_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { courtier_and_guest_opinion = 3 stress_loss_mult = 0.05 prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value } parameters = { camp_unlocks_camp_cook_officer = yes camp_improves_gather_provisions_decision = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = mess_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } mess_tent_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = mess_tent_02 internal_slots = 2 cost = { gold = mess_tent_03_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_03_domicile_building_gold_cost_value add = mess_tent_02_domicile_building_gold_cost_value add = mess_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { courtier_and_guest_opinion = 3 stress_loss_mult = 0.05 prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value } parameters = { camp_unlocks_camp_cook_officer = yes camp_improves_gather_provisions_decision = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = mess_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } mess_tent_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 allowed_domicile_types = { camp } previous_building = mess_tent_03 internal_slots = 2 cost = { gold = mess_tent_04_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_04_domicile_building_gold_cost_value add = mess_tent_03_domicile_building_gold_cost_value add = mess_tent_02_domicile_building_gold_cost_value add = mess_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { courtier_and_guest_opinion = 3 stress_loss_mult = 0.05 prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value } parameters = { camp_unlocks_camp_cook_officer = yes camp_improves_gather_provisions_decision = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = mess_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } mess_tent_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 allowed_domicile_types = { camp } previous_building = mess_tent_04 internal_slots = 3 cost = { gold = mess_tent_05_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_05_domicile_building_gold_cost_value add = mess_tent_04_domicile_building_gold_cost_value add = mess_tent_03_domicile_building_gold_cost_value add = mess_tent_02_domicile_building_gold_cost_value add = mess_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { courtier_and_guest_opinion = 3 stress_loss_mult = 0.05 prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value } parameters = { camp_unlocks_camp_cook_officer = yes camp_improves_gather_provisions_decision = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = mess_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } mess_tent_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 allowed_domicile_types = { camp } previous_building = mess_tent_05 internal_slots = 3 cost = { gold = mess_tent_06_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_06_domicile_building_gold_cost_value add = mess_tent_05_domicile_building_gold_cost_value add = mess_tent_04_domicile_building_gold_cost_value add = mess_tent_03_domicile_building_gold_cost_value add = mess_tent_02_domicile_building_gold_cost_value add = mess_tent_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { courtier_and_guest_opinion = 3 stress_loss_mult = 0.05 prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value } parameters = { camp_unlocks_camp_cook_officer = yes camp_improves_gather_provisions_decision = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = mess_tent_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } # Upgrades mess_tent_herbalists = { # Herbalists slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = mess_tent_01 cost = { gold = mess_tent_herbalists_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_herbalists_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { domicile_monthly_gold_add = 0.1 } parameters = { camp_unlocks_chief_forager_officer = yes camp_unlocks_poisoner_scheme_agents = yes camp_improves_gather_provisions_foraging = yes } ai_value = { value = camp_building_ai_base_t3 if = { limit = { owner = { has_lifestyle = stewardship_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_herbalists.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_herbalists.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } mess_tent_brewers = { # Brewers slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = mess_tent_01 cost = { gold = mess_tent_brewers_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_brewers_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { domicile_monthly_gold_add = 0.3 courtier_opinion = 10 epidemic_resistance = 5 } parameters = { camp_unlocks_chief_forager_officer = yes camp_unlocks_camp_party_food_option = yes } ai_value = { value = camp_building_ai_base_t2 if = { limit = { owner = { has_lifestyle = stewardship_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } mess_tent_curers = { # Curers slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = mess_tent_01 cost = { gold = mess_tent_curers_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_curers_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { domicile_monthly_gold_add = 0.2 provisions_capacity_mult = 0.5 supply_capacity_mult = 0.25 } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = stewardship_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_curers.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_curers.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } mess_tent_bakers = { # Bakers slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = mess_tent_01 cost = { gold = mess_tent_bakers_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_bakers_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { domicile_monthly_gold_add = 0.2 courtier_opinion = 10 skirmishers_pursuit_mult = 0.4 light_cavalry_pursuit_mult = 0.4 archer_cavalry_pursuit_mult = 0.4 } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = stewardship_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } mess_tent_cooks = { # Cooks slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = mess_tent_01 cost = { gold = mess_tent_cooks_domicile_building_gold_cost_value } refund = { gold = { value = mess_tent_cooks_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { courtier_opinion = 20 provisions_use_mult = -0.25 heavy_cavalry_pursuit_mult = 0.4 heavy_infantry_pursuit_add = 5 } parameters = { camp_improved_camp_party_activity_gains = yes } ai_value = { value = camp_building_ai_base_t4 if = { limit = { owner = { has_lifestyle = stewardship_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds" texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" } } ### Campfire - Entertainment & Intrigue camp_fire_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 allowed_domicile_types = { camp } cost = { gold = camp_fire_01_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.02 men_at_arms_cap = 1 } parameters = { camp_better_scout_for_talent = yes fireside_chat_intent_unlock = yes } ai_value = { value = camp_fire_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = camp_fire_01 internal_slots = 1 cost = { gold = camp_fire_02_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_02_domicile_building_gold_cost_value add = camp_fire_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.02 } parameters = { camp_better_scout_for_talent = yes fireside_chat_intent_unlock = yes } ai_value = { value = camp_fire_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = camp_fire_02 internal_slots = 2 cost = { gold = camp_fire_03_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_03_domicile_building_gold_cost_value add = camp_fire_02_domicile_building_gold_cost_value add = camp_fire_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.02 } parameters = { camp_better_scout_for_talent = yes fireside_chat_intent_unlock = yes } ai_value = { value = camp_fire_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 allowed_domicile_types = { camp } previous_building = camp_fire_03 internal_slots = 2 cost = { gold = camp_fire_04_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_04_domicile_building_gold_cost_value add = camp_fire_03_domicile_building_gold_cost_value add = camp_fire_02_domicile_building_gold_cost_value add = camp_fire_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.02 men_at_arms_cap = 1 } parameters = { camp_better_scout_for_talent = yes fireside_chat_intent_unlock = yes } ai_value = { value = camp_fire_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 allowed_domicile_types = { camp } previous_building = camp_fire_04 internal_slots = 3 cost = { gold = camp_fire_05_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_05_domicile_building_gold_cost_value add = camp_fire_04_domicile_building_gold_cost_value add = camp_fire_03_domicile_building_gold_cost_value add = camp_fire_02_domicile_building_gold_cost_value add = camp_fire_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.02 } parameters = { camp_better_scout_for_talent = yes fireside_chat_intent_unlock = yes } ai_value = { value = camp_fire_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 allowed_domicile_types = { camp } previous_building = camp_fire_05 internal_slots = 3 cost = { gold = camp_fire_06_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_06_domicile_building_gold_cost_value add = camp_fire_05_domicile_building_gold_cost_value add = camp_fire_04_domicile_building_gold_cost_value add = camp_fire_03_domicile_building_gold_cost_value add = camp_fire_02_domicile_building_gold_cost_value add = camp_fire_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.02 } parameters = { camp_better_scout_for_talent = yes fireside_chat_intent_unlock = yes } ai_value = { value = camp_fire_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } # Upgrades camp_fire_trailing_musicians = { # Trailing Musicians slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = camp_fire_01 cost = { gold = camp_fire_trailing_musicians_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_trailing_musicians_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { knight_effectiveness_per_diplomacy = 0.01 } parameters = { camp_unlocks_master_bard_officer = yes camp_improved_musician_scheme_agent = yes } ai_value = { value = camp_building_ai_base_t4 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_trailing_musicians.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_trailing_musicians.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_wandering_poets = { # Wandering Poets slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = camp_fire_01 cost = { gold = camp_fire_wandering_poets_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_wandering_poets_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { knight_effectiveness_per_intrigue = 0.01 } parameters = { camp_unlocks_master_bard_officer = yes camp_more_likely_to_become_poet = yes camp_improved_poet_scheme_agent = yes } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_wandering_poets.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_wandering_poets.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_capering_fools = { # Capering Fools slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = camp_fire_01 cost = { gold = camp_fire_capering_fools_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_capering_fools_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { stress_loss_mult = 0.1 } parameters = { camp_improves_stooge_officer = yes camp_recruit_fool_events = yes } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_capering_fools.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_capering_fools.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_libations_for_the_lost = { # Libations for the Lost slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = camp_fire_01 cost = { gold = camp_fire_libations_for_the_lost_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_libations_for_the_lost_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { courtier_opinion = 5 stress_gain_mult = -0.2 domicile_monthly_piety_add = 0.1 knight_effectiveness_per_learning = 0.01 } ai_value = { value = camp_building_ai_base_t3 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_libations_for_the_lost.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_libations_for_the_lost.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_local_hangers_on = { # Local Hangers-On slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = camp_fire_01 cost = { gold = camp_fire_local_hangers_on_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_local_hangers_on_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = camp_fire_local_hangers_on.tt.unlocked_by_purpose has_realm_law_flag = unlocks_camp_fire_local_hangers_on } } character_modifier = { contract_scheme_phase_duration_add = -10 monthly_intrigue_lifestyle_xp_gain_add = 25 } parameters = { camp_recruit_locals_events = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_future_dreams = { # Future Dreams slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = camp_fire_01 cost = { gold = camp_fire_future_dreams_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_future_dreams_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = camp_fire_future_dreams.tt.unlocked_by_purpose has_realm_law_flag = unlocks_camp_fire_future_dreams } } character_modifier = { knight_limit = 2 knight_effectiveness_per_diplomacy = 0.02 } parameters = { camp_unlock_trade_oath_interaction = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = diplomacy_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_future_dreams.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_future_dreams.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_nightly_debates = { # Nightly Debates slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = camp_fire_01 cost = { gold = camp_fire_nightly_debates_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_nightly_debates_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = camp_fire_nightly_debates.tt.unlocked_by_purpose has_realm_law_flag = unlocks_camp_fire_nightly_debates } } character_modifier = { monthly_prestige_gain_per_court_position_add = 0.15 learning_scheme_phase_duration = major_scheme_phase_duration_bonus_value } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_debates.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_debates.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } camp_fire_juicy_rumors = { # Juicy Rumors slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = camp_fire_01 cost = { gold = camp_fire_juicy_rumors_domicile_building_gold_cost_value } refund = { gold = { value = camp_fire_juicy_rumors_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = camp_fire_juicy_rumors.tt.unlocked_by_purpose has_realm_law_flag = unlocks_camp_fire_juicy_rumors } } character_modifier = { intrigue = 4 } parameters = { camp_improved_criminal_contract_rewards = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = intrigue_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds" texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" } } ### Proving Grounds - Training & Recruitment proving_grounds_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 allowed_domicile_types = { camp minority_community } cost = { gold = proving_grounds_01_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { men_at_arms_limit = 1 maa_damage_mult = 0.01 } parameters = { camp_unlocks_master_of_arms_officer = yes } ai_value = { value = proving_grounds_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 internal_slots = 2 cost = { gold = proving_grounds_02_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_02_domicile_building_gold_cost_value add = proving_grounds_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { maa_damage_mult = 0.01 men_at_arms_recruitment_cost = -0.05 } parameters = { camp_unlocks_master_of_arms_officer = yes } ai_value = { value = proving_grounds_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_02 internal_slots = 3 cost = { gold = proving_grounds_03_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_03_domicile_building_gold_cost_value add = proving_grounds_02_domicile_building_gold_cost_value add = proving_grounds_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { maa_damage_mult = 0.02 } parameters = { camp_unlocks_master_of_arms_officer = yes } ai_value = { value = proving_grounds_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_03 internal_slots = 4 cost = { gold = proving_grounds_04_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_04_domicile_building_gold_cost_value add = proving_grounds_03_domicile_building_gold_cost_value add = proving_grounds_02_domicile_building_gold_cost_value add = proving_grounds_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { men_at_arms_limit = 1 maa_damage_mult = 0.02 men_at_arms_recruitment_cost = -0.05 } parameters = { camp_unlocks_master_of_arms_officer = yes } ai_value = { value = proving_grounds_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_04 internal_slots = 5 cost = { gold = proving_grounds_05_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_05_domicile_building_gold_cost_value add = proving_grounds_04_domicile_building_gold_cost_value add = proving_grounds_03_domicile_building_gold_cost_value add = proving_grounds_02_domicile_building_gold_cost_value add = proving_grounds_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { maa_damage_mult = 0.04 } parameters = { camp_unlocks_master_of_arms_officer = yes } ai_value = { value = proving_grounds_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_05 internal_slots = 6 cost = { gold = proving_grounds_06_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_06_domicile_building_gold_cost_value add = proving_grounds_05_domicile_building_gold_cost_value add = proving_grounds_04_domicile_building_gold_cost_value add = proving_grounds_03_domicile_building_gold_cost_value add = proving_grounds_02_domicile_building_gold_cost_value add = proving_grounds_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { maa_damage_mult = 0.04 men_at_arms_recruitment_cost = -0.05 } parameters = { camp_unlocks_master_of_arms_officer = yes } ai_value = { value = proving_grounds_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } # Upgrades proving_grounds_horse_run = { # Horse Run slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_horse_run_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_horse_run_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { light_cavalry_damage_mult = 0.3 light_cavalry_screen_mult = 0.3 } parameters = { camp_unlocks_light_cavalry_captain_officer = yes } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { number_maa_regiments_of_base_type:light_cavalry <= 0 } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_camel_run = { # Camel Run slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_camel_run_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_camel_run_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { culture ?= { has_innovation = innovation_war_camels } } character_modifier = { camel_cavalry_toughness_mult = 0.3 camel_cavalry_screen_mult = 0.3 } parameters = { camp_unlocks_camelry_captain_officer = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { number_maa_regiments_of_base_type:camel_cavalry <= 0 } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_elephantry_reserve = { # Elephantry Reserve slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { domicile.domicile_location ?= { geographical_region = world_innovation_elephants } custom_tooltip = { text = proving_grounds_elephantry_reserve.tt.ate_elephants NOT = { has_character_flag = recently_ate_elephants } } } character_modifier = {} parameters = { camp_unlocks_elephantry_captain_officer = yes camp_reinforce_elephant_regiments_anywhere = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_nightly_barding_drills = { # Nightly Barding Drills slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { heavy_cavalry_toughness_mult = 0.1 heavy_cavalry_damage_mult = 0.1 } parameters = { camp_unlocks_heavy_cavalry_captain_officer = yes } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { number_maa_regiments_of_base_type:heavy_cavalry <= 0 } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_barding_drills.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_barding_drills.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_life_in_the_saddle = { # Life in the Saddle slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = proving_grounds_life_in_the_saddle_horse_archers_tt any_maa_regiment = { OR = { is_maa_type = horse_archers is_maa_type = heavy_horse_archers } } } } character_modifier = { archer_cavalry_damage_mult = 0.15 archer_cavalry_toughness_mult = 0.15 archer_cavalry_screen_mult = 0.4 } parameters = { camp_unlocks_horse_archer_captain_officer = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { number_maa_regiments_of_base_type:archer_cavalry <= 0 } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_the_stump = { # The Stump slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_the_stump_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_the_stump_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { archers_damage_mult = 0.3 archers_pursuit_add = 5 } parameters = { camp_unlocks_archer_captain_officer = yes } ai_value = { value = camp_building_ai_base_t3 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { number_maa_regiments_of_base_type:archers <= 0 } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_the_stump.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_the_stump.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_personal_bouts = { # Personal Bouts slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_personal_bouts_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_personal_bouts_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { heavy_infantry_toughness_mult = 0.2 heavy_infantry_damage_mult = 0.3 heavy_infantry_screen_mult = 0.4 } parameters = { camp_unlocks_heavy_infantry_captain_officer = yes } ai_value = { value = camp_building_ai_base_t3 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { number_maa_regiments_of_base_type:heavy_infantry <= 0 } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_personal_bouts.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_personal_bouts.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_training_circle = { # Training Circle slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_training_circle_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_training_circle_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { skirmishers_toughness_mult = 0.3 skirmishers_pursuit_mult = 0.3 skirmishers_damage_mult = 0.3 } parameters = { camp_unlocks_light_infantry_captain_officer = yes } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { number_maa_regiments_of_base_type:skirmishers <= 0 } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_training_circle.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_training_circle.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_mock_battle_drills = { # Mock Battle Drills slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { pikemen_toughness_mult = 0.3 pikemen_damage_mult = 0.2 } parameters = { camp_unlocks_pike_captain_officer = yes } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 if = { limit = { owner = { number_maa_regiments_of_base_type:pikemen <= 0 } } multiply = 0 } } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_mock_battle_drill.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_mock_battle_drill.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_lockwagon = { # Lockwagon slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_lockwagon_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_lockwagon_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = proving_grounds_lockwagon.tt.unlocked_by_purpose has_realm_law_flag = unlocks_proving_grounds_lockwagon } } character_modifier = { men_at_arms_limit = 1 } parameters = { camp_unlocks_master_of_spoils_officer = yes camp_improved_mercenary_contract_rewards = yes camp_improved_entice_local_mercenaries = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = intrigue_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_martial_study = { # Martial Study slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_martial_study_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_martial_study_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = proving_grounds_martial_study.tt.unlocked_by_purpose has_realm_law_flag = unlocks_proving_grounds_martial_study } } character_modifier = { max_combat_roll = 5 monthly_martial_lifestyle_xp_gain_add = 1 monthly_learning_lifestyle_xp_gain_add = 1 knight_effectiveness_per_learning = 0.01 } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_the_stick_game = { # The Stick Game slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_the_stick_game_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_the_stick_game_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = proving_grounds_the_stick_game.tt.unlocked_by_purpose has_realm_law_flag = unlocks_proving_grounds_the_stick_game } } character_modifier = { knight_effectiveness_per_intrigue = 0.01 owned_scheme_secrecy_add = 20 } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = intrigue_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } proving_grounds_bodyguard_drills = { # Bodyguard Drills slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp minority_community} previous_building = proving_grounds_01 cost = { gold = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value } refund = { gold = { value = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = proving_grounds_bodyguard_drills.tt.unlocked_by_purpose has_realm_law_flag = unlocks_proving_grounds_bodyguard_drills } } character_modifier = { enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value scheme_discovery_chance_mult = 0.15 } parameters = { camp_unlocks_handpicked_faithful_maa_type = yes } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_bodyguard_drills.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bodyguard_drills.dds" texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" } } ### Perimeter - Defence & Counter-espionage camp_perimeter_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 allowed_domicile_types = { camp } cost = { gold = camp_perimeter_01_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_safety = 3 enemy_hostile_scheme_success_chance_max_add = -5 character_travel_speed = 5 domicile_travel_speed = 0.05 } parameters = { camp_unlocks_forward_scouts = yes } ai_value = { value = camp_perimeter_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 allowed_domicile_types = { camp } previous_building = camp_perimeter_01 internal_slots = 2 cost = { gold = camp_perimeter_02_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_02_domicile_building_gold_cost_value add = camp_perimeter_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_safety = 3 enemy_hostile_scheme_success_chance_max_add = -5 character_travel_speed = 5 domicile_travel_speed = 0.05 } parameters = { camp_unlocks_forward_scouts = yes } ai_value = { value = camp_perimeter_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = camp_perimeter_02 internal_slots = 3 cost = { gold = camp_perimeter_03_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_03_domicile_building_gold_cost_value add = camp_perimeter_02_domicile_building_gold_cost_value add = camp_perimeter_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_safety = 3 enemy_hostile_scheme_success_chance_max_add = -5 character_travel_speed = 5 domicile_travel_speed = 0.05 } parameters = { camp_unlocks_forward_scouts = yes } ai_value = { value = camp_perimeter_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 allowed_domicile_types = { camp } previous_building = camp_perimeter_03 internal_slots = 3 cost = { gold = camp_perimeter_04_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_04_domicile_building_gold_cost_value add = camp_perimeter_03_domicile_building_gold_cost_value add = camp_perimeter_02_domicile_building_gold_cost_value add = camp_perimeter_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_safety = 3 enemy_hostile_scheme_success_chance_max_add = -5 character_travel_speed = 5 domicile_travel_speed = 0.05 } parameters = { camp_unlocks_forward_scouts = yes } ai_value = { value = camp_perimeter_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 allowed_domicile_types = { camp } previous_building = camp_perimeter_04 internal_slots = 3 cost = { gold = camp_perimeter_05_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_05_domicile_building_gold_cost_value add = camp_perimeter_04_domicile_building_gold_cost_value add = camp_perimeter_03_domicile_building_gold_cost_value add = camp_perimeter_02_domicile_building_gold_cost_value add = camp_perimeter_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_safety = 3 enemy_hostile_scheme_success_chance_max_add = -5 character_travel_speed = 5 domicile_travel_speed = 0.05 } parameters = { camp_unlocks_forward_scouts = yes } ai_value = { value = camp_perimeter_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 allowed_domicile_types = { camp } previous_building = camp_perimeter_05 internal_slots = 3 cost = { gold = camp_perimeter_06_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_06_domicile_building_gold_cost_value add = camp_perimeter_05_domicile_building_gold_cost_value add = camp_perimeter_04_domicile_building_gold_cost_value add = camp_perimeter_03_domicile_building_gold_cost_value add = camp_perimeter_02_domicile_building_gold_cost_value add = camp_perimeter_01_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { character_travel_safety = 3 enemy_hostile_scheme_success_chance_max_add = -5 character_travel_speed = 5 domicile_travel_speed = 0.05 } parameters = { camp_unlocks_forward_scouts = yes } ai_value = { value = camp_perimeter_main_path_value } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } # Upgrades camp_perimeter_good_siting = { # Good Siting slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = camp_perimeter_01 cost = { gold = camp_perimeter_good_siting_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_good_siting_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { scheme_discovery_chance_mult = 0.1 enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_good_siting.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_good_siting.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_fixed_layout = { # Fixed Layout slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = camp_perimeter_01 cost = { gold = camp_perimeter_fixed_layout_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_fixed_layout_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { domicile_travel_speed = 0.25 men_at_arms_limit = 1 } ai_value = { value = camp_building_ai_base_t2 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_fixed_layout.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_fixed_layout.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_extra_watch = { # Extra Watch slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = camp_perimeter_01 cost = { gold = camp_perimeter_extra_watch_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_extra_watch_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = camp_perimeter_extra_watch.tt.unlocked_by_purpose has_realm_law_flag = unlocks_camp_perimeter_extra_watch } } character_modifier = { enemy_hostile_scheme_phase_duration_add = major_scheme_phase_duration_malus_value scheme_discovery_chance_mult = 0.1 archers_damage_mult = 0.1 archer_cavalry_damage_mult = 0.05 } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = intrigue_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_palisade = { # Palisade slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = camp_perimeter_01 cost = { gold = camp_perimeter_palisade_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_palisade_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = camp_perimeter_palisade.tt.unlocked_by_purpose has_realm_law_flag = unlocks_camp_perimeter_palisade } } character_modifier = { enemy_hostile_scheme_success_chance_max_add = -10 character_travel_safety_mult = 0.1 hard_casualty_modifier = -0.1 } ai_value = { value = camp_building_ai_base_t3 if = { limit = { owner = { has_lifestyle = intrigue_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_palisade.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_palisade_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_palisade.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_ditch = { # Ditch slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 allowed_domicile_types = { camp } previous_building = camp_perimeter_01 cost = { gold = camp_perimeter_ditch_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_ditch_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } can_construct = { custom_tooltip = { text = camp_perimeter_ditch.tt.unlocked_by_purpose has_realm_law_flag = unlocks_camp_perimeter_ditch } } character_modifier = { retreat_losses = -0.3 defender_advantage = 5 } ai_value = { value = camp_building_ai_base_t5 if = { limit = { owner = { has_lifestyle = martial_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_ditch_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_ditch_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_ditch.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } } camp_perimeter_camp_hygiene = { # Camp Hygiene slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 allowed_domicile_types = { camp } previous_building = camp_perimeter_01 cost = { gold = camp_perimeter_camp_hygiene_domicile_building_gold_cost_value } refund = { gold = { value = camp_perimeter_camp_hygiene_domicile_building_gold_cost_value multiply = camp_refund_mult_value floor = yes } } character_modifier = { epidemic_travel_danger = -15 } ai_value = { value = camp_building_ai_base_t1 if = { limit = { owner = { has_lifestyle = learning_lifestyle } } add = camp_building_ai_lifestyle_bias_value } multiply = 10 } asset = { trigger = { owner.culture = { OR = { has_graphical_chinese_culture_group_trigger = yes has_graphical_japanese_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds" texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" } }