@yurt_main_construction_time_tier_2 = 180 @yurt_main_construction_time_tier_3 = 360 @yurt_main_construction_time_tier_4 = 520 @yurt_main_construction_time_tier_5 = 600 @yurt_main_construction_time_tier_6 = 720 @yurt_external_construction_time_tier_1 = 90 @yurt_external_construction_time_tier_2 = 180 @yurt_external_construction_time_tier_3 = 270 @yurt_external_construction_time_tier_4 = 300 @yurt_external_construction_time_tier_5 = 360 @yurt_external_construction_time_tier_6 = 420 @yurt_internal_construction_time_tier_1 = 30 @yurt_internal_construction_time_tier_2 = 60 @yurt_internal_construction_time_tier_3 = 90 @yurt_internal_construction_time_tier_4 = 120 @yurt_internal_construction_time_tier_5 = 200 @yurt_internal_construction_time_tier_6 = 320 ################## # YURT BUILDINGS ################## # yurt_main_0# - Main Nomad Domicile Building, fort level, domicile slots # raid_main_yurt_0# - Main Yurt Internal Upgrade, raiding bonuses # herd_conversion_main_yurt_0# - Main Yurt Internal Upgrade, Horde bonuses # lifestyle_xp_yurt_0# - Main Yurt Internal Upgrade, lifestyle xp bonuses # herd_welfare_yurt_0# - External Nomad Domicile Building, fertility, herd bonuses # herd_capacity_yurt_0# - Herd Welfare Internal upgrade # camel_yurt_0# - Herd Welfare Internal upgrade # goat_yurt_0# - Herd Welfare Internal upgrade # sheep_yurt_0# - Herd Welfare Internal upgrade # character_warfare_yurt_0# - External Nomad Domicile Building, character focused warfare bonuses # falconry_yurt_0# - Kheshig's Yurt Internal upgrade # knight_yurt_0# - Kheshig's Yurt Internal upgrade # commander_yurt_0# - Kheshig's Yurt Internal upgrade # bodyguard_yurt_0 - Kheshig's Yurt Internal upgrade # mass_warfare_yurt_0# - External Nomad Domicile Building, mass warfare bonuses # lcav_yurt_0 - Khan's Tümen Yurt Internal upgrade # foot_archer_yurt_0 - Khan's Tümen Yurt Internal upgrade # merc_yurt_0 - Khan's Tümen Yurt Internal upgrade # herd_conversion_yurt_0 - Khan's Tümen Yurt Internal upgrade # raiding_yurt_0 - Khan's Tümen Yurt Internal upgrade # diplomacy_yurt_0# - External Nomad Domicile Building, diplomacy, subject bonuses # tributary_yurt_0 - Reception Yurt Internal upgrade # vassal_yurt_0 - Reception Yurt Internal upgrade # # court_yurt_0# - External Nomad Domicile Building, court, courtiers, court positions bonuses # secret_scheme_yurt_0# # kurultai_yurt_0# # feast_yurt_0# # agent_dread_yurt_0# # family_yurt_0# - External Nomad Domicile Building, close family and dynasty bonuses # renown_gain_yurt_0 # wet_nurse_yurt_0 # personal_chamber_yurt_0 # recreation_chamber_yurt_0 # marriage_yurt_0 # mystical_yurt_0 - External Nomad Domicile Building, Court Astrologer, Court Physician, Piety bonuses # astrologer_yurt_0 # physician_yurt_0 # #trade_yurt_0 - External Nomad Domicile Building, Gold, Paiza bonuses #paiza_yurt_0 #innovation_yurt_0 #merchant_yurt_0 ################## # MAIN YURT ################## yurt_main_01 = { slot_type = main construction_time = 1 internal_slots = 1 allowed_domicile_types = { yurt } cost = { herd = 0 } character_modifier = { domicile_external_slots_capacity_add = 2 domicile_monthly_prestige_add = 1 domicile_monthly_gold_add = 0.25 additional_fort_level = 1 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_main_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } yurt_main_02 = { slot_type = main internal_slots = 1 construction_time = @yurt_main_construction_time_tier_2 allowed_domicile_types = { yurt } previous_building = yurt_main_01 cost = { herd = yurt_main_building_herd_cost_tier_2 gold = yurt_main_building_gold_cost_tier_2 prestige = yurt_main_building_prestige_cost_tier_2 } character_modifier = { domicile_external_slots_capacity_add = 1 domicile_monthly_prestige_add = 0.5 herd_capacity_mult = 0.05 domicile_monthly_gold_add = 0.25 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_main_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } yurt_main_03 = { slot_type = main internal_slots = 2 construction_time = @yurt_main_construction_time_tier_3 allowed_domicile_types = { yurt } previous_building = yurt_main_02 can_construct = { custom_tooltip = { text = yurt_main_nomadic_authority_2_3_4_5 OR = { has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } } cost = { herd = yurt_main_building_herd_cost_tier_3 gold = yurt_main_building_gold_cost_tier_3 prestige = yurt_main_building_prestige_cost_tier_3 } character_modifier = { domicile_external_slots_capacity_add = 1 domicile_monthly_gold_add = 0.25 domicile_monthly_prestige_add = 0.5 herd_capacity_mult = 0.05 additional_fort_level = 1 vassal_limit_max = 2 herd_capacity_add = 1000 } province_modifier = { defender_holding_advantage = 1 } parameters = { unlocks_lvl_4_external_yurt_upgrades = yes } ai_value = { value = nomadic_capital_main_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } yurt_main_04 = { slot_type = main internal_slots = 3 construction_time = @yurt_main_construction_time_tier_4 allowed_domicile_types = { yurt } previous_building = yurt_main_03 can_construct = { custom_tooltip = { text = yurt_main_nomadic_authority_3_4_5 OR = { has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } } cost = { herd = yurt_main_building_herd_cost_tier_4 prestige = yurt_main_building_prestige_cost_tier_4 gold = yurt_main_building_gold_cost_tier_4 } character_modifier = { domicile_external_slots_capacity_add = 1 domicile_monthly_gold_add = 0.25 domicile_monthly_prestige_add = 0.5 herd_capacity_mult = 0.05 additional_fort_level = 1 vassal_limit_max = 2 herd_capacity_add = 2000 } province_modifier = { defender_holding_advantage = 1 } parameters = { unlocks_lvl_5_external_yurt_upgrades = yes } ai_value = { value = nomadic_capital_main_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } yurt_main_05 = { slot_type = main internal_slots = 4 construction_time = @yurt_main_construction_time_tier_5 allowed_domicile_types = { yurt } previous_building = yurt_main_04 can_construct = { custom_tooltip = { text = yurt_main_nomadic_authority_3_4_5 OR = { has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } } cost = { herd = yurt_main_building_herd_cost_tier_5 prestige = yurt_main_building_prestige_cost_tier_5 gold = yurt_main_building_gold_cost_tier_5 } character_modifier = { domicile_external_slots_capacity_add = 1 domicile_monthly_gold_add = 0.5 domicile_monthly_prestige_add = 0.5 herd_capacity_mult = 0.05 additional_fort_level = 2 vassal_limit_max = 5 herd_capacity_add = 2000 } province_modifier = { defender_holding_advantage = 1 } parameters = { unlocks_lvl_6_external_yurt_upgrades = yes } ai_value = { value = nomadic_capital_main_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } yurt_main_06 = { slot_type = main internal_slots = 5 construction_time = @yurt_main_construction_time_tier_6 allowed_domicile_types = { yurt } previous_building = yurt_main_05 can_construct = { custom_tooltip = { text = yurt_main_nomadic_authority_4_5 OR = { has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } } cost = { herd = yurt_main_building_herd_cost_tier_6 prestige = yurt_main_building_prestige_cost_tier_6 gold = yurt_main_building_gold_cost_tier_6 } character_modifier = { domicile_monthly_gold_add = 0.50 additional_fort_level = 2 domicile_monthly_prestige_add = 0.5 herd_capacity_mult = 0.05 vassal_limit_max = 5 herd_capacity_add = 5000 } province_modifier = { defender_holding_advantage = 1 } parameters = { unlocks_lvl_6_external_yurt_upgrades = yes } ai_value = { value = nomadic_capital_main_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } ################## # MAIN YURT INTERNAL YURTS raid_main_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { max_loot_mult = 0.1 movement_speed_land_raiding = 0.05 herd_capacity_add = 200 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } raid_main_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = raid_main_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { max_loot_mult = 0.1 movement_speed_land_raiding = 0.05 herd_capacity_add = 400 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } raid_main_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = raid_main_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { max_loot_mult = 0.1 movement_speed_land_raiding = 0.05 herd_capacity_add = 600 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } raid_main_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = raid_main_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { max_loot_mult = 0.1 movement_speed_land_raiding = 0.05 herd_capacity_add = 800 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } raid_main_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = raid_main_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { max_loot_mult = 0.1 movement_speed_land_raiding = 0.05 herd_capacity_add = 1000 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } raid_main_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = raid_main_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { max_loot_mult = 0.1 movement_speed_land_raiding = 0.05 herd_capacity_add = 1200 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_main_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { county_fertility_growth_mult = 0.02 character_capital_monthly_county_fertility_growth_add = 0.05 } ai_value = { value = nomadic_capital_extremely_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_main_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_main_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { county_fertility_growth_mult = 0.02 character_capital_monthly_county_fertility_growth_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_main_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_main_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { county_fertility_growth_mult = 0.06 character_capital_monthly_county_fertility_growth_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_main_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_main_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { county_fertility_growth_mult = 0.05 character_capital_monthly_county_fertility_growth_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_main_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_main_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { county_fertility_growth_mult = 0.05 character_capital_monthly_county_fertility_growth_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_main_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_main_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { county_fertility_growth_mult = 0.1 character_capital_monthly_county_fertility_growth_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } kurultai_main_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { main_yurt_kurultai_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } kurultai_main_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_main_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { main_yurt_kurultai_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.05 domicile_monthly_prestige_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } kurultai_main_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_main_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { main_yurt_kurultai_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 domicile_monthly_prestige_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } kurultai_main_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_main_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { main_yurt_kurultai_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 domicile_monthly_prestige_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } kurultai_main_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_main_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { main_yurt_kurultai_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 domicile_monthly_prestige_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } kurultai_main_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_main_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { main_yurt_kurultai_bonus_lvl_3 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 domicile_monthly_prestige_mult = 0.10 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_conversion_main_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_conversion = 0.005 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_conversion_main_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_main_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_conversion = 0.005 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_conversion_main_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_main_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_conversion = 0.005 herd_capacity_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_conversion_main_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_main_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_conversion = 0.005 herd_capacity_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_conversion_main_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_main_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_conversion = 0.005 herd_capacity_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } herd_conversion_main_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_main_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_conversion = 0.005 herd_capacity_mult = 0.04 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } lifestyle_xp_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { monthly_lifestyle_xp_gain_mult = 0.03 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } lifestyle_xp_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = lifestyle_xp_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { monthly_lifestyle_xp_gain_mult = 0.03 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } lifestyle_xp_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = lifestyle_xp_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { monthly_lifestyle_xp_gain_mult = 0.03 learning = 1 } parameters = { nomad_yurt_better_children_education_outcomes_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } lifestyle_xp_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = lifestyle_xp_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { monthly_lifestyle_xp_gain_mult = 0.03 } parameters = { nomad_yurt_better_children_education_outcomes_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } lifestyle_xp_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = lifestyle_xp_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { monthly_lifestyle_xp_gain_mult = 0.03 } parameters = { nomad_yurt_better_children_education_outcomes_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } lifestyle_xp_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = lifestyle_xp_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { monthly_lifestyle_xp_gain_mult = 0.05 knight_effectiveness_per_learning = 0.001 } parameters = { nomad_yurt_better_children_education_outcomes_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } fishing_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 can_construct = { custom_tooltip = { text = nomad_unlocked_fishing_yurt_flag_desc has_character_flag = nomad_unlocked_fishing_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { character_capital_monthly_county_fertility_decline_add = -0.1 } parameters = { fishing_yurt_riverside_lakeside_fertility_bonus_lvl_1 = yes } on_complete = { if = { limit = { domicile_location.county = { OR = { is_riverside_county = yes is_lakeside_county = yes is_coastal_county = yes } NOT = { has_county_modifier = fishing_yurt_county_modifier_1 } } } domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_1 } } } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } fishing_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = fishing_yurt_01 can_construct = { custom_tooltip = { text = nomad_unlocked_fishing_yurt_flag_desc has_character_flag = nomad_unlocked_fishing_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { embarkation_cost_mult = -0.05 character_capital_monthly_county_fertility_decline_add = -0.1 } parameters = { fishing_yurt_riverside_lakeside_fertility_bonus_lvl_1 = yes } on_complete = { if = { limit = { domicile_location.county = { OR = { is_riverside_county = yes is_lakeside_county = yes is_coastal_county = yes } NOT = { has_county_modifier = fishing_yurt_county_modifier_1 } } } domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_1 } } } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } fishing_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = fishing_yurt_02 can_construct = { custom_tooltip = { text = nomad_unlocked_fishing_yurt_flag_desc has_character_flag = nomad_unlocked_fishing_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { character_capital_monthly_county_fertility_decline_add = -0.1 } parameters = { fishing_yurt_riverside_lakeside_fertility_bonus_lvl_2 = yes } on_complete = { if = { limit = { domicile_location.county = { OR = { is_riverside_county = yes is_lakeside_county = yes is_coastal_county = yes } NOT = { has_county_modifier = fishing_yurt_county_modifier_2 } } } domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_2 } } if = { limit = { domicile_location.county = { has_county_modifier = fishing_yurt_county_modifier_1 } } domicile_location.county = { remove_county_modifier = fishing_yurt_county_modifier_1 } } } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } fishing_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = fishing_yurt_03 can_construct = { custom_tooltip = { text = nomad_unlocked_fishing_yurt_flag_desc has_character_flag = nomad_unlocked_fishing_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { character_capital_monthly_county_fertility_decline_add = -0.2 } parameters = { fishing_yurt_riverside_lakeside_fertility_bonus_lvl_2 = yes } on_complete = { if = { limit = { domicile_location.county = { OR = { is_riverside_county = yes is_lakeside_county = yes is_coastal_county = yes } NOT = { has_county_modifier = fishing_yurt_county_modifier_2 } } } domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_2 } } if = { limit = { domicile_location.county = { has_county_modifier = fishing_yurt_county_modifier_1 } } domicile_location.county = { remove_county_modifier = fishing_yurt_county_modifier_1 } } } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } fishing_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = fishing_yurt_04 can_construct = { custom_tooltip = { text = nomad_unlocked_fishing_yurt_flag_desc has_character_flag = nomad_unlocked_fishing_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { character_capital_monthly_county_fertility_decline_add = -0.2 } parameters = { fishing_yurt_riverside_lakeside_fertility_bonus_lvl_2 = yes } on_complete = { if = { limit = { domicile_location.county = { OR = { is_riverside_county = yes is_lakeside_county = yes is_coastal_county = yes } NOT = { has_county_modifier = fishing_yurt_county_modifier_2 } } } domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_2 } } if = { limit = { domicile_location.county = { has_county_modifier = fishing_yurt_county_modifier_1 } } domicile_location.county = { remove_county_modifier = fishing_yurt_county_modifier_1 } } } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } fishing_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = fishing_yurt_05 can_construct = { custom_tooltip = { text = nomad_unlocked_fishing_yurt_flag_desc has_character_flag = nomad_unlocked_fishing_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { character_capital_monthly_county_fertility_decline_add = -0.2 } parameters = { fishing_yurt_riverside_lakeside_fertility_bonus_lvl_3 = yes } on_complete = { if = { limit = { domicile_location.county = { OR = { is_riverside_county = yes is_lakeside_county = yes is_coastal_county = yes } NOT = { has_county_modifier = fishing_yurt_county_modifier_3 } } } domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_3 } } if = { limit = { domicile_location.county = { has_county_modifier = fishing_yurt_county_modifier_1 } } domicile_location.county = { remove_county_modifier = fishing_yurt_county_modifier_1 } } if = { limit = { domicile_location.county = { has_county_modifier = fishing_yurt_county_modifier_2 } } domicile_location.county = { remove_county_modifier = fishing_yurt_county_modifier_2 } } } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } ################# # HERD WELFARE YURT herd_welfare_yurt_01 = { construction_time = @yurt_external_construction_time_tier_1 allowed_domicile_types = { yurt } internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_1 prestige = yurt_external_building_prestige_cost_tier_1 gold = yurt_external_building_gold_cost_tier_1 } character_modifier = { county_fertility_growth_mult = 0.05 herd_capacity_add = 600 } ai_value = { value = nomadic_capital_extremely_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_welfare_yurt_02 = { construction_time = @yurt_external_construction_time_tier_2 allowed_domicile_types = { yurt } previous_building = herd_welfare_yurt_01 internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_2 prestige = yurt_external_building_prestige_cost_tier_2 gold = yurt_external_building_gold_cost_tier_2 } character_modifier = { county_fertility_growth_mult = 0.05 herd_capacity_add = 400 } ai_value = { value = nomadic_capital_exterior_building_1 if = { limit = { herd >= { value = max_herd multiply = 0.9 } } add = 2 } } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_welfare_yurt_03 = { construction_time = @yurt_external_construction_time_tier_3 allowed_domicile_types = { yurt } previous_building = herd_welfare_yurt_02 internal_slots = 2 cost = { herd = yurt_external_building_herd_cost_tier_3 prestige = yurt_external_building_prestige_cost_tier_3 gold = yurt_external_building_gold_cost_tier_3 } character_modifier = { county_fertility_growth_mult = 0.05 herd_capacity_add = 600 vassal_herd_contribution_mult = 0.03 } ai_value = { value = nomadic_capital_exterior_building_2 if = { limit = { herd >= { value = max_herd multiply = 0.9 } } add = 2 } } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_welfare_yurt_04 = { construction_time = @yurt_external_construction_time_tier_4 allowed_domicile_types = { yurt } previous_building = herd_welfare_yurt_03 internal_slots = 3 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_03 } } cost = { herd = yurt_external_building_herd_cost_tier_4 prestige = yurt_external_building_prestige_cost_tier_4 gold = yurt_external_building_gold_cost_tier_4 } character_modifier = { county_fertility_growth_mult = 0.05 herd_capacity_add = 1000 vassal_herd_contribution_mult = 0.03 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_3 if = { limit = { herd >= { value = max_herd multiply = 0.9 } } add = 2 } } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_welfare_yurt_05 = { construction_time = @yurt_external_construction_time_tier_5 allowed_domicile_types = { yurt } previous_building = herd_welfare_yurt_04 internal_slots = 4 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_04 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } character_modifier = { county_fertility_growth_mult = 0.05 herd_capacity_add = 2000 vassal_herd_contribution_mult = 0.03 } ai_value = { value = nomadic_capital_exterior_building_4 if = { limit = { herd >= { value = max_herd multiply = 0.9 } } add = 2 } } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_welfare_yurt_06 = { construction_time = @yurt_external_construction_time_tier_6 allowed_domicile_types = { yurt } previous_building = herd_welfare_yurt_05 internal_slots = 5 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_05 } } cost = { herd = yurt_external_building_herd_cost_tier_6 prestige = yurt_external_building_prestige_cost_tier_6 gold = yurt_external_building_gold_cost_tier_6 } character_modifier = { county_fertility_growth_mult = 0.1 herd_capacity_add = 4000 vassal_herd_contribution_mult = 0.03 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_5 if = { limit = { herd >= { value = max_herd multiply = 0.9 } } add = 2 } } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_capacity_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_welfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_capacity_add = 800 } ai_value = { value = nomadic_capital_extremely_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_capacity_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_capacity_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_capacity_add = 600 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_capacity_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_capacity_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_capacity_add = 600 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_capacity_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_capacity_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_capacity_add = 1000 herd_capacity_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_capacity_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_capacity_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_capacity_add = 2000 herd_capacity_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_capacity_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_capacity_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_capacity_add = 4000 herd_capacity_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } camel_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_welfare_yurt_01 can_construct = { custom_tooltip = { text = camel_yurt_unlock_terrain any_held_county ?= { any_county_province ={ terrain = desert } } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_capacity_add = 200 desert_fertility_growth_mult = 0.05 drylands_fertility_growth_mult = 0.05 oasis_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_extremely_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } camel_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = camel_yurt_01 can_construct = { custom_tooltip = { text = camel_yurt_unlock_terrain any_held_county ?= { any_county_province ={ terrain = desert } } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_capacity_add = 200 desert_fertility_growth_mult = 0.05 drylands_fertility_growth_mult = 0.05 oasis_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } camel_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = camel_yurt_02 can_construct = { custom_tooltip = { text = camel_yurt_unlock_terrain any_held_county ?= { any_county_province ={ terrain = desert } } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_capacity_add = 600 desert_fertility_growth_mult = 0.05 drylands_fertility_growth_mult = 0.05 oasis_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } camel_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = camel_yurt_03 can_construct = { custom_tooltip = { text = camel_yurt_unlock_terrain any_held_county ?= { any_county_province ={ terrain = desert } } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_capacity_add = 1000 desert_fertility_growth_mult = 0.05 drylands_fertility_growth_mult = 0.05 oasis_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } camel_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = camel_yurt_04 can_construct = { custom_tooltip = { text = camel_yurt_unlock_terrain any_held_county ?= { any_county_province ={ terrain = desert } } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_capacity_add = 1000 desert_fertility_growth_mult = 0.15 drylands_fertility_growth_mult = 0.15 oasis_fertility_growth_mult = 0.15 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } camel_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = camel_yurt_05 can_construct = { custom_tooltip = { text = camel_yurt_unlock_terrain any_held_county ?= { any_county_province ={ terrain = desert } } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_capacity_add = 1000 desert_fertility_growth_mult = 0.15 drylands_fertility_growth_mult = 0.15 oasis_fertility_growth_mult = 0.15 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } goat_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_welfare_yurt_01 can_construct = { custom_tooltip = { text = goat_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = mountains terrain = hills } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_capacity_add = 200 mountains_fertility_growth_mult = 0.05 hills_fertility_growth_mult = 0.05 desert_mountains_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_extremely_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } goat_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = goat_yurt_01 can_construct = { custom_tooltip = { text = goat_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = mountains terrain = hills } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_capacity_add = 200 mountains_fertility_growth_mult = 0.05 hills_fertility_growth_mult = 0.05 desert_mountains_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } goat_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = goat_yurt_02 can_construct = { custom_tooltip = { text = goat_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = mountains terrain = hills } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_capacity_add = 600 mountains_fertility_growth_mult = 0.05 hills_fertility_growth_mult = 0.05 desert_mountains_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } goat_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = goat_yurt_03 can_construct = { custom_tooltip = { text = goat_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = mountains terrain = hills } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_capacity_add = 1000 mountains_fertility_growth_mult = 0.05 hills_fertility_growth_mult = 0.05 desert_mountains_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } goat_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = goat_yurt_04 can_construct = { custom_tooltip = { text = goat_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = mountains terrain = hills } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_capacity_add = 1000 mountains_fertility_growth_mult = 0.15 hills_fertility_growth_mult = 0.15 desert_mountains_fertility_growth_mult = 0.15 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } goat_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = goat_yurt_05 can_construct = { custom_tooltip = { text = goat_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = mountains terrain = hills } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_capacity_add = 1000 mountains_fertility_growth_mult = 0.15 hills_fertility_growth_mult = 0.15 desert_mountains_fertility_growth_mult = 0.15 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } reindeer_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_welfare_yurt_01 can_construct = { custom_tooltip = { text = reindeer_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = forest terrain = taiga } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_capacity_add = 200 forest_fertility_growth_mult = 0.05 taiga_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_extremely_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } reindeer_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = reindeer_yurt_01 can_construct = { custom_tooltip = { text = reindeer_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = forest terrain = taiga } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_capacity_add = 200 forest_fertility_growth_mult = 0.05 taiga_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } reindeer_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = reindeer_yurt_02 can_construct = { custom_tooltip = { text = reindeer_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = forest terrain = taiga } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_capacity_add = 600 forest_fertility_growth_mult = 0.05 taiga_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } reindeer_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = reindeer_yurt_03 can_construct = { custom_tooltip = { text = reindeer_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = forest terrain = taiga } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_capacity_add = 1000 forest_fertility_growth_mult = 0.05 taiga_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } reindeer_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = reindeer_yurt_04 can_construct = { custom_tooltip = { text = reindeer_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = forest terrain = taiga } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_capacity_add = 1000 forest_fertility_growth_mult = 0.15 taiga_fertility_growth_mult = 0.15 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } reindeer_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = reindeer_yurt_05 can_construct = { custom_tooltip = { text = reindeer_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = forest terrain = taiga } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_capacity_add = 1000 forest_fertility_growth_mult = 0.15 taiga_fertility_growth_mult = 0.15 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } sheep_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_welfare_yurt_01 can_construct = { custom_tooltip = { text = sheep_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = steppe terrain = plains } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_capacity_add = 200 steppe_fertility_growth_mult = 0.05 plains_fertility_growth_mult = 0.05 farmlands_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_extremely_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } sheep_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = sheep_yurt_01 can_construct = { custom_tooltip = { text = sheep_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = steppe terrain = plains } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_capacity_add = 200 steppe_fertility_growth_mult = 0.05 plains_fertility_growth_mult = 0.05 farmlands_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } sheep_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = sheep_yurt_02 can_construct = { custom_tooltip = { text = sheep_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = steppe terrain = plains } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_capacity_add = 600 steppe_fertility_growth_mult = 0.05 plains_fertility_growth_mult = 0.05 farmlands_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } sheep_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = sheep_yurt_03 can_construct = { custom_tooltip = { text = sheep_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = steppe terrain = plains } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_capacity_add = 1000 steppe_fertility_growth_mult = 0.05 plains_fertility_growth_mult = 0.05 farmlands_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } sheep_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = sheep_yurt_04 can_construct = { custom_tooltip = { text = sheep_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = steppe terrain = plains } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_capacity_add = 1000 steppe_fertility_growth_mult = 0.15 plains_fertility_growth_mult = 0.15 farmlands_fertility_growth_mult = 0.15 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } sheep_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = sheep_yurt_05 can_construct = { custom_tooltip = { text = sheep_yurt_unlock_terrain any_held_county ?= { any_county_province ={ OR = { terrain = steppe terrain = plains } } } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_capacity_add = 1000 steppe_fertility_growth_mult = 0.15 plains_fertility_growth_mult = 0.15 farmlands_fertility_growth_mult = 0.15 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } steal_herd_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_welfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { steal_herd_domicile_additional_outcomes_lvl_1 = yes } character_modifier = { herd_capacity_add = 200 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } steal_herd_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = steal_herd_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { steal_herd_domicile_additional_outcomes_lvl_1 = yes } character_modifier = { herd_capacity_add = 200 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } steal_herd_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = steal_herd_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { steal_herd_domicile_additional_outcomes_lvl_1 = yes steal_herd_domicile_prevention_lvl_1 = yes } character_modifier = { herd_capacity_add = 400 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } steal_herd_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = steal_herd_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { steal_herd_domicile_additional_outcomes_lvl_2 = yes steal_herd_domicile_prevention_lvl_2 = yes } character_modifier = { herd_capacity_add = 600 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } steal_herd_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = steal_herd_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { steal_herd_domicile_additional_outcomes_lvl_2 = yes steal_herd_domicile_prevention_lvl_2 = yes } character_modifier = { herd_capacity_add = 1000 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } steal_herd_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = steal_herd_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { steal_herd_domicile_additional_outcomes_lvl_3 = yes steal_herd_domicile_prevention_lvl_3 = yes } character_modifier = { herd_capacity_add = 1000 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } consumption_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_welfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_capacity_add = 200 county_fertility_growth_mult = 0.02 } ai_value = { value = nomadic_capital_extremely_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } consumption_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = consumption_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_capacity_add = 200 county_fertility_growth_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } consumption_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = consumption_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_capacity_add = 400 county_fertility_growth_mult = 0.03 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } consumption_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = consumption_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_capacity_add = 600 county_fertility_growth_mult = 0.03 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } consumption_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = consumption_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_capacity_add = 1000 county_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } consumption_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = consumption_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_capacity_add = 1000 county_fertility_growth_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_wealth_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_welfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_capacity_add = 200 monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_wealth_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_wealth_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_capacity_add = 200 monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_wealth_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_wealth_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_capacity_add = 400 monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_wealth_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_wealth_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_capacity_add = 600 monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_wealth_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_wealth_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_capacity_add = 1000 monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herd_wealth_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_wealth_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_capacity_add = 1000 monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herder_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_welfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_capacity_add = 200 herd_gain_mult = 0.02 } ai_value = { value = nomadic_capital_literally_invaluable_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herder_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = herder_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_capacity_add = 200 herd_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herder_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = herder_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_capacity_add = 400 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herder_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = herder_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_capacity_add = 600 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herder_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = herder_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_capacity_add = 1000 herd_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } herder_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = herder_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_capacity_add = 1000 herd_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt" } } ################# # CHARACTER WARFARE YURT character_warfare_yurt_01 = { construction_time = @yurt_external_construction_time_tier_1 allowed_domicile_types = { yurt } internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_1 prestige = yurt_external_building_prestige_cost_tier_1 gold = yurt_external_building_gold_cost_tier_1 } parameters = { nomad_yurt_unlock_recruit_knights = yes nomad_yurt_bodyguard_unlock = yes } character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.05 monthly_prestige_gain_per_knight_add = 0.01 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } character_warfare_yurt_02 = { construction_time = @yurt_external_construction_time_tier_2 allowed_domicile_types = { yurt } previous_building = character_warfare_yurt_01 internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_2 prestige = yurt_external_building_prestige_cost_tier_2 gold = yurt_external_building_gold_cost_tier_2 } parameters = { nomad_yurt_unlock_recruit_knights = yes nomad_yurt_bodyguard_unlock = yes } character_modifier = { knight_effectiveness_mult = 0.05 monthly_prestige_gain_per_knight_add = 0.01 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } character_warfare_yurt_03 = { construction_time = @yurt_external_construction_time_tier_3 allowed_domicile_types = { yurt } previous_building = character_warfare_yurt_02 internal_slots = 2 cost = { herd = yurt_external_building_herd_cost_tier_3 prestige = yurt_external_building_prestige_cost_tier_3 gold = yurt_external_building_gold_cost_tier_3 } parameters = { nomad_yurt_unlock_recruit_knights = yes nomad_yurt_bodyguard_unlock = yes nomad_yurt_terrain_specialist_unlock = yes } character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.05 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } character_warfare_yurt_04 = { construction_time = @yurt_external_construction_time_tier_4 allowed_domicile_types = { yurt } previous_building = character_warfare_yurt_03 internal_slots = 3 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_03 } } cost = { herd = yurt_external_building_herd_cost_tier_4 prestige = yurt_external_building_prestige_cost_tier_4 gold = yurt_external_building_gold_cost_tier_4 } parameters = { nomad_yurt_unlock_recruit_knights = yes nomad_yurt_bodyguard_unlock = yes nomad_yurt_terrain_specialist_unlock = yes } character_modifier = { knight_effectiveness_mult = 0.05 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } character_warfare_yurt_05 = { construction_time = @yurt_external_construction_time_tier_5 allowed_domicile_types = { yurt } previous_building = character_warfare_yurt_04 internal_slots = 4 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_04 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } parameters = { nomad_yurt_unlock_recruit_knights = yes nomad_yurt_bodyguard_unlock = yes nomad_yurt_terrain_specialist_unlock = yes } character_modifier = { knight_effectiveness_mult = 0.05 monthly_prestige_gain_per_knight_add = 0.01 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } character_warfare_yurt_06 = { construction_time = @yurt_external_construction_time_tier_6 allowed_domicile_types = { yurt } previous_building = character_warfare_yurt_05 internal_slots = 5 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_05 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } parameters = { nomad_yurt_unlock_recruit_knights = yes nomad_yurt_bodyguard_unlock = yes nomad_yurt_terrain_specialist_unlock = yes } character_modifier = { knight_limit = 2 knight_effectiveness_mult = 0.05 knight_effectiveness_per_prowess = 0.001 knight_effectiveness_per_martial = 0.001 knight_effectiveness_per_stewardship = 0.001 knight_effectiveness_per_diplomacy = 0.001 knight_effectiveness_per_intrigue = 0.001 monthly_prestige_gain_per_knight_add = 0.03 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } ################## # CHARACTER WARFARE YURT INTERNAL YURTS falconry_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = character_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_better_falconry_lvl_1 = yes } character_modifier = { prowess = 1 knight_limit = 1 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } falconry_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = falconry_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_better_falconry_lvl_1 = yes } character_modifier = { negate_health_penalty_add = 0.03 prowess = 1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } falconry_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = falconry_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_better_falconry_lvl_2 = yes } character_modifier = { negate_health_penalty_add = 0.03 prowess = 1 knight_limit = 1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } falconry_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = falconry_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_better_falconry_lvl_2 = yes } character_modifier = { negate_health_penalty_add = 0.03 prowess = 1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } falconry_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = falconry_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_better_falconry_lvl_3 = yes } character_modifier = { negate_health_penalty_add = 0.03 prowess = 1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } falconry_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = falconry_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_better_falconry_lvl_3 = yes } character_modifier = { negate_health_penalty_add = 0.03 prowess = 1 knight_limit = 1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } knight_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = character_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } knight_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { knight_effectiveness_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } knight_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { knight_effectiveness_mult = 0.02 knight_limit = 1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } knight_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { knight_effectiveness_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } knight_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { knight_effectiveness_mult = 0.02 knight_limit = 1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } knight_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { knight_effectiveness_mult = 0.02 knight_limit = 2 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } commander_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = character_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { martial = 1 attacker_advantage = 1 monthly_martial_lifestyle_xp_gain_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } commander_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = commander_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { advantage = 1 monthly_martial_lifestyle_xp_gain_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } commander_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = commander_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { attacker_advantage = 1 monthly_martial_lifestyle_xp_gain_mult = 0.01 martial = 1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } commander_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = commander_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { advantage = 1 monthly_martial_lifestyle_xp_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } commander_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = commander_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { martial = 1 advantage = 1 attacker_advantage = 1 monthly_martial_lifestyle_xp_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } commander_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = commander_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { advantage = 1 attacker_advantage = 1 martial = 1 monthly_martial_lifestyle_xp_gain_mult = 0.03 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } bodyguard_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = character_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_increased_bodyguard_aptitude_lvl_1 = yes } character_modifier = { prowess = 1 knight_limit = 1 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } bodyguard_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = bodyguard_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_increased_bodyguard_aptitude_lvl_1 = yes } character_modifier = { prowess = 1 knight_effectiveness_per_dread = 0.0001 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } bodyguard_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = bodyguard_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_increased_bodyguard_aptitude_lvl_2 = yes } character_modifier = { prowess = 1 knight_effectiveness_per_dread = 0.0001 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } bodyguard_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = bodyguard_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_increased_bodyguard_aptitude_lvl_2 = yes } character_modifier = { prowess = 1 knight_effectiveness_per_dread = 0.0001 knight_limit = 1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } bodyguard_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = bodyguard_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_increased_bodyguard_aptitude_lvl_3 = yes } character_modifier = { prowess = 1 knight_effectiveness_per_dread = 0.0001 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } bodyguard_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = bodyguard_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_increased_bodyguard_aptitude_lvl_3 = yes } character_modifier = { prowess = 1 knight_effectiveness_per_dread = 0.0001 knight_limit = 1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } accolade_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = character_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { accolade_glory_gain_mult = 0.1 knight_effectiveness_per_martial = 0.001 monthly_prestige_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } accolade_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = accolade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { accolade_glory_gain_mult = 0.05 knight_effectiveness_per_martial = 0.001 monthly_prestige_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } accolade_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = accolade_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { accolade_glory_gain_mult = 0.05 knight_effectiveness_per_martial = 0.001 monthly_prestige_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } accolade_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = accolade_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { accolade_glory_gain_mult = 0.05 knight_effectiveness_per_martial = 0.001 monthly_prestige_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } accolade_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = accolade_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { accolade_glory_gain_mult = 0.05 knight_effectiveness_per_martial = 0.001 monthly_prestige_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } accolade_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = accolade_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { accolade_glory_gain_mult = 0.05 knight_effectiveness_per_martial = 0.001 monthly_prestige_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt" } } ################# # MASS WARFARE YURT mass_warfare_yurt_01 = { construction_time = @yurt_external_construction_time_tier_1 allowed_domicile_types = { yurt } internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_1 prestige = yurt_external_building_prestige_cost_tier_1 gold = yurt_external_building_gold_cost_tier_1 } character_modifier = { men_at_arms_cap = 1 men_at_arms_limit = 1 archer_cavalry_damage_mult = 0.1 light_cavalry_damage_mult = 0.1 nomadic_horde_damage_mult = 0.1 movement_speed = 0.1 raid_speed = 0.05 } parameters = { unlock_maa_heavy_horse_archers = yes } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } mass_warfare_yurt_02 = { construction_time = @yurt_external_construction_time_tier_2 allowed_domicile_types = { yurt } previous_building = mass_warfare_yurt_01 internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_2 prestige = yurt_external_building_prestige_cost_tier_2 gold = yurt_external_building_gold_cost_tier_2 } character_modifier = { archer_cavalry_toughness_mult = 0.1 light_cavalry_toughness_mult = 0.1 movement_speed = 0.05 raid_speed = 0.05 } parameters = { unlock_maa_heavy_horse_archers = yes nomad_yurt_unlock_master_the_art_of_command = yes } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } mass_warfare_yurt_03 = { construction_time = @yurt_external_construction_time_tier_3 allowed_domicile_types = { yurt } previous_building = mass_warfare_yurt_02 internal_slots = 2 cost = { herd = yurt_external_building_herd_cost_tier_3 prestige = yurt_external_building_prestige_cost_tier_3 gold = yurt_external_building_gold_cost_tier_3 } character_modifier = { men_at_arms_cap = 1 men_at_arms_limit = 1 nomadic_horde_damage_mult = 0.1 movement_speed = 0.05 raid_speed = 0.05 } parameters = { unlock_maa_heavy_horse_archers = yes nomad_yurt_unlock_master_the_art_of_command = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } mass_warfare_yurt_04 = { construction_time = @yurt_external_construction_time_tier_4 allowed_domicile_types = { yurt } previous_building = mass_warfare_yurt_03 internal_slots = 3 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_03 } } cost = { herd = yurt_external_building_herd_cost_tier_4 prestige = yurt_external_building_prestige_cost_tier_4 gold = yurt_external_building_gold_cost_tier_4 } character_modifier = { archer_cavalry_toughness_mult = 0.1 light_cavalry_toughness_mult = 0.1 nomadic_horde_damage_mult = 0.1 } province_modifier = { defender_holding_advantage = 1 } parameters = { unlock_maa_heavy_horse_archers = yes nomad_yurt_unlock_master_the_art_of_command = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } mass_warfare_yurt_05 = { construction_time = @yurt_external_construction_time_tier_5 allowed_domicile_types = { yurt } previous_building = mass_warfare_yurt_04 internal_slots = 4 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_04 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } character_modifier = { men_at_arms_limit = 1 } parameters = { unlock_maa_heavy_horse_archers = yes nomad_yurt_unlock_master_the_art_of_command = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } mass_warfare_yurt_06 = { construction_time = @yurt_external_construction_time_tier_6 allowed_domicile_types = { yurt } previous_building = mass_warfare_yurt_05 internal_slots = 5 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_05 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } character_modifier = { men_at_arms_cap = 1 men_at_arms_limit = 1 archer_cavalry_toughness_mult = 0.1 light_cavalry_toughness_mult = 0.1 nomadic_horde_damage_mult = 0.2 movement_speed = 0.1 raid_speed = 0.1 } province_modifier = { defender_holding_advantage = 1 } parameters = { unlock_maa_heavy_horse_archers = yes nomad_yurt_unlock_master_the_art_of_command = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } ################## # MASS WARFARE YURT INTERNAL YURTS lcav_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mass_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { archer_cavalry_max_size_add = 1 light_cavalry_max_size_add = 1 archer_cavalry_pursuit_add = 10 light_cavalry_pursuit_add = 10 movement_speed = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } lcav_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = lcav_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { archer_cavalry_max_size_add = 1 light_cavalry_max_size_add = 1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } lcav_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = lcav_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { archer_cavalry_toughness_mult = 0.1 light_cavalry_toughness_mult = 0.1 movement_speed = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } lcav_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = lcav_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { archer_cavalry_max_size_add = 1 light_cavalry_max_size_add = 1 movement_speed = 0.05 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } lcav_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = lcav_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { archer_cavalry_max_size_add = 1 light_cavalry_max_size_add = 1 archer_cavalry_damage_mult = 0.2 light_cavalry_damage_mult = 0.2 movement_speed = 0.05 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } lcav_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = lcav_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { archer_cavalry_max_size_add = 1 light_cavalry_max_size_add = 1 archer_cavalry_toughness_mult = 0.2 light_cavalry_toughness_mult = 0.2 movement_speed = 0.05 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } foot_archer_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mass_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { archers_damage_mult = 0.1 skirmishers_damage_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_1 if = { limit = { owner = { number_maa_regiments_of_base_type:archers <= 0 } } multiply = 0 } } asset = { icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } foot_archer_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = foot_archer_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { archers_max_size_add = 1 skirmishers_max_size_add = 1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } foot_archer_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = foot_archer_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { archers_toughness_mult = 0.1 skirmishers_toughness_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } foot_archer_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = foot_archer_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { archers_max_size_add = 1 skirmishers_max_size_add = 1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } foot_archer_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = foot_archer_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { archers_toughness_mult = 0.1 skirmishers_toughness_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } foot_archer_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = foot_archer_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { archers_max_size_add = 2 skirmishers_max_size_add = 2 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } #merc merc_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mass_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { mercenary_hire_cost_mult = -0.1 mercenary_hire_time_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } merc_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = merc_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { mercenary_hire_cost_mult = -0.05 mercenary_hire_time_mult = 0.1 } parameters = { nomad_yurt_merc_hired_bonus_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } merc_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = merc_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { mercenary_hire_cost_mult = -0.05 mercenary_hire_time_mult = 0.1 } parameters = { nomad_yurt_merc_hired_bonus_lvl_1 = yes nomad_yurt_merc_fired_bonus_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } merc_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = merc_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { mercenary_hire_cost_mult = -0.05 mercenary_hire_time_mult = 0.1 } parameters = { nomad_yurt_merc_hired_bonus_lvl_2 = yes nomad_yurt_merc_fired_bonus_lvl_1 = yes } on_complete = { scope:owner = { hidden_effect = { if = { limit = { has_character_modifier = mpo_yurt_merc_modifier_1 } remove_character_modifier = mpo_yurt_merc_modifier_1 add_character_modifier = mpo_yurt_merc_modifier_2 } } } } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } merc_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = merc_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { mercenary_hire_cost_mult = -0.05 mercenary_hire_time_mult = 0.1 } parameters = { nomad_yurt_merc_hired_bonus_lvl_2 = yes nomad_yurt_merc_fired_bonus_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } merc_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = merc_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { mercenary_hire_cost_mult = -0.1 mercenary_hire_time_mult = 0.1 } parameters = { nomad_yurt_merc_hired_bonus_lvl_3 = yes nomad_yurt_merc_fired_bonus_lvl_3 = yes } on_complete = { scope:owner = { hidden_effect = { if = { limit = { has_character_modifier = mpo_yurt_merc_modifier_2 } remove_all_character_modifier_instances = mpo_yurt_merc_modifier_2 add_character_modifier = mpo_yurt_merc_modifier_3 } } } } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } herd_conversion_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mass_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { herd_conversion = 0.005 supply_capacity_add = 100 } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } herd_conversion_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { herd_conversion = 0.005 supply_capacity_add = 50 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } herd_conversion_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { herd_conversion = 0.005 supply_capacity_add = 50 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } herd_conversion_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { herd_conversion = 0.005 supply_capacity_add = 50 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } herd_conversion_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_conversion = 0.005 supply_capacity_add = 50 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } herd_conversion_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_conversion_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_conversion = 0.005 supply_capacity_add = 100 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } raiding_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mass_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { raid_speed = 0.1 movement_speed = 0.1 max_loot_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } raiding_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = raiding_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { raid_speed = 0.05 movement_speed = 0.02 max_loot_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } raiding_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = raiding_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { raid_speed = 0.05 movement_speed = 0.02 max_loot_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } raiding_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = raiding_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { raid_speed = 0.05 movement_speed = 0.02 max_loot_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } raiding_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = raiding_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { raid_speed = 0.05 movement_speed = 0.02 max_loot_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } raiding_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = raiding_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { raid_speed = 0.1 movement_speed = 0.02 max_loot_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } stationing_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mass_warfare_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } province_modifier = { stationed_maa_damage_mult = 0.2 stationed_maa_toughness_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } stationing_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = stationing_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } province_modifier = { stationed_maa_damage_mult = 0.2 stationed_maa_toughness_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } stationing_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = stationing_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } province_modifier = { stationed_maa_pursuit_add = 4 stationed_maa_screen_add = 4 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } stationing_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = stationing_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } province_modifier = { stationed_maa_pursuit_mult = 0.4 stationed_maa_screen_mult = 0.4 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } stationing_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = stationing_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } province_modifier = { stationed_maa_damage_mult = 0.4 stationed_maa_toughness_mult = 0.2 stationed_maa_siege_value_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } stationing_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = stationing_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } province_modifier = { stationed_maa_damage_mult = 0.4 stationed_maa_toughness_mult = 0.2 stationed_maa_siege_value_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds" texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt" } } ################# # COURT YURT court_yurt_01 = { construction_time = @yurt_external_construction_time_tier_1 allowed_domicile_types = { yurt } internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_1 prestige = yurt_external_building_prestige_cost_tier_1 gold = yurt_external_building_gold_cost_tier_1 } character_modifier = { cowed_vassal_herd_contribution_mult = 0.04 owned_hostile_scheme_success_chance_add = 4 owned_personal_scheme_success_chance_add = 4 tributary_tax_mult = 0.04 vassal_herd_contribution_mult = 0.04 herd_capacity_mult = 0.04 } parameters = { nomad_yurt_court_chronicler_unlock = yes } ai_value = { value = nomadic_capital_exterior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } court_yurt_02 = { construction_time = @yurt_external_construction_time_tier_2 allowed_domicile_types = { yurt } previous_building = court_yurt_01 internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_2 prestige = yurt_external_building_prestige_cost_tier_2 gold = yurt_external_building_gold_cost_tier_2 } character_modifier = { owned_personal_scheme_success_chance_add = 2 tributary_tax_mult = 0.04 vassal_herd_contribution_mult = 0.04 cowed_vassal_herd_contribution_mult = 0.04 owned_hostile_scheme_success_chance_add = 4 herd_capacity_mult = 0.04 } parameters = { nomad_yurt_court_chronicler_unlock = yes } ai_value = { value = nomadic_capital_exterior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } court_yurt_03 = { construction_time = @yurt_external_construction_time_tier_3 allowed_domicile_types = { yurt } previous_building = court_yurt_02 internal_slots = 2 cost = { herd = yurt_external_building_herd_cost_tier_3 prestige = yurt_external_building_prestige_cost_tier_3 gold = yurt_external_building_gold_cost_tier_3 } character_modifier = { tributary_tax_mult = 0.04 owned_personal_scheme_success_chance_add = 4 vassal_herd_contribution_mult = 0.04 cowed_vassal_herd_contribution_mult = 0.04 owned_hostile_scheme_success_chance_add = 6 herd_capacity_mult = 0.06 } parameters = { nomad_yurt_court_chronicler_unlock = yes } ai_value = { value = nomadic_capital_exterior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } court_yurt_04 = { construction_time = @yurt_external_construction_time_tier_4 allowed_domicile_types = { yurt } previous_building = court_yurt_03 internal_slots = 3 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_03 } } cost = { herd = yurt_external_building_herd_cost_tier_4 prestige = yurt_external_building_prestige_cost_tier_4 gold = yurt_external_building_gold_cost_tier_4 } character_modifier = { tributary_tax_mult = 0.04 owned_personal_scheme_success_chance_add = 6 vassal_herd_contribution_mult = 0.04 cowed_vassal_herd_contribution_mult = 0.04 intimidated_vassal_herd_contribution_mult = 0.04 owned_hostile_scheme_success_chance_add = 4 herd_capacity_mult = 0.06 } province_modifier = { defender_holding_advantage = 1 } parameters = { nomad_yurt_court_chronicler_unlock = yes } ai_value = { value = nomadic_capital_exterior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } court_yurt_05 = { construction_time = @yurt_external_construction_time_tier_5 allowed_domicile_types = { yurt } previous_building = court_yurt_04 internal_slots = 4 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_04 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } character_modifier = { tributary_tax_mult = 0.04 owned_personal_scheme_success_chance_add = 6 vassal_herd_contribution_mult = 0.04 cowed_vassal_herd_contribution_mult = 0.04 intimidated_vassal_herd_contribution_mult= 0.04 owned_hostile_scheme_success_chance_add = 5 herd_capacity_mult = 0.08 } parameters = { nomad_yurt_court_chronicler_unlock = yes } ai_value = { value = nomadic_capital_exterior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } court_yurt_06 = { construction_time = @yurt_external_construction_time_tier_6 allowed_domicile_types = { yurt } previous_building = court_yurt_05 internal_slots = 5 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_05 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } character_modifier = { tributary_tax_mult = 0.04 owned_personal_scheme_success_chance_add = 6 vassal_herd_contribution_mult = 0.04 cowed_vassal_herd_contribution_mult = 0.04 intimidated_vassal_herd_contribution_mult= 0.04 owned_hostile_scheme_success_chance_add = 5 max_hostile_schemes_add = 1 herd_capacity_mult = 0.08 } parameters = { nomad_yurt_court_chronicler_unlock = yes } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } ################## # COURT YURT INTERNAL YURTS tributary_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { tributary_tax_mult = 0.04 } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } tributary_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = tributary_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { tributary_tax_mult = 0.04 } parameters = { nomad_yurt_increased_tributary_acceptance_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } tributary_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = tributary_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { tributary_tax_mult = 0.04 } parameters = { nomad_yurt_increased_tributary_acceptance_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } tributary_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = tributary_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { tributary_tax_mult = 0.04 } parameters = { nomad_yurt_increased_tributary_acceptance_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } tributary_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = tributary_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { tributary_tax_mult = 0.04 } parameters = { nomad_yurt_increased_tributary_acceptance_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } tributary_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = tributary_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { tributary_tax_mult = 0.04 } parameters = { nomad_yurt_increased_tributary_acceptance_lvl_3 = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } vassal_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { vassal_herd_contribution_mult = 0.04 } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } vassal_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = vassal_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { vassal_herd_contribution_mult = 0.04 direct_vassal_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } vassal_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = vassal_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { vassal_herd_contribution_mult = 0.04 direct_vassal_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } vassal_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = vassal_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { vassal_herd_contribution_mult = 0.04 direct_vassal_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } vassal_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = vassal_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { vassal_herd_contribution_mult = 0.04 direct_vassal_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } vassal_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = vassal_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { vassal_herd_contribution_mult = 0.04 direct_vassal_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds" texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt" } } secret_scheme_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { owned_scheme_secrecy_add = 4 scheme_discovery_chance_mult = 0.04 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } secret_scheme_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = secret_scheme_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { owned_scheme_secrecy_add = 2 scheme_discovery_chance_mult = 0.04 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } secret_scheme_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = secret_scheme_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { owned_scheme_secrecy_add = 4 scheme_discovery_chance_mult = 0.08 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } secret_scheme_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = secret_scheme_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { owned_scheme_secrecy_add = 4 scheme_discovery_chance_mult = 0.08 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } secret_scheme_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = secret_scheme_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { owned_scheme_secrecy_add = 6 scheme_discovery_chance_mult = 0.16 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } secret_scheme_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = secret_scheme_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { owned_scheme_secrecy_add = 10 scheme_discovery_chance_mult = 0.16 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } kurultai_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_better_kurultai_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } kurultai_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_better_kurultai_lvl_1 = yes nomad_yurt_kurultai_more_loyal_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } kurultai_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_better_kurultai_lvl_2 = yes nomad_yurt_kurultai_more_loyal_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } kurultai_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_better_kurultai_lvl_2 = yes nomad_yurt_kurultai_more_loyal_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } kurultai_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_better_kurultai_lvl_3 = yes nomad_yurt_kurultai_more_loyal_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } kurultai_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_better_kurultai_lvl_3 = yes nomad_yurt_kurultai_more_loyal_lvl_3 = yes } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } feast_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_feast_discount = yes } character_modifier = { domicile_monthly_prestige_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } feast_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = feast_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_feast_discount = yes } character_modifier = { domicile_monthly_prestige_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } feast_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = feast_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_feast_discount = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } feast_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = feast_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_feast_discount = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } feast_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = feast_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_feast_discount = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } feast_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = feast_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_feast_discount = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } agent_dread_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_realm_agent_acceptance_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } agent_dread_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = agent_dread_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_realm_agent_acceptance_lvl_1 = yes } character_modifier = { monthly_prestige_gain_per_dread_mult = 0.001 knight_effectiveness_per_dread = 0.0001 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } agent_dread_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = agent_dread_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_realm_agent_acceptance_lvl_2 = yes } character_modifier = { monthly_prestige_gain_per_dread_mult = 0.001 knight_effectiveness_per_dread = 0.0001 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } agent_dread_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = agent_dread_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_realm_agent_acceptance_lvl_2 = yes } character_modifier = { monthly_prestige_gain_per_dread_mult = 0.001 knight_effectiveness_per_dread = 0.0001 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } agent_dread_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = agent_dread_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_realm_agent_acceptance_lvl_3 = yes } character_modifier = { monthly_prestige_gain_per_dread_mult = 0.001 knight_effectiveness_per_dread = 0.0001 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } agent_dread_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = agent_dread_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_realm_agent_acceptance_lvl_3 = yes } character_modifier = { monthly_prestige_gain_per_dread_mult = 0.001 knight_effectiveness_per_dread = 0.0001 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } dynasty_court_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_same_dynasty_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } dynasty_court_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = dynasty_court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_same_dynasty_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } dynasty_court_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = dynasty_court_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_same_dynasty_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } dynasty_court_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = dynasty_court_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_same_dynasty_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } dynasty_court_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = dynasty_court_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_same_dynasty_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } dynasty_court_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = dynasty_court_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_same_dynasty_bonus_lvl_3 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } culture_court_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_many_cultures_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.05 different_culture_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } culture_court_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = culture_court_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_many_cultures_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.05 different_culture_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } culture_court_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = culture_court_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_many_cultures_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 different_culture_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } culture_court_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = culture_court_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_many_cultures_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 different_culture_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } culture_court_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = culture_court_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_many_cultures_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 different_culture_opinion = 2 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } culture_court_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = culture_court_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_many_cultures_bonus_lvl_3 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 different_culture_opinion = 5 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" texture = "gfx/interface/window_domiciles/kurultai_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt" } } ################# # FAMILY YURT family_yurt_01 = { construction_time = @yurt_external_construction_time_tier_1 allowed_domicile_types = { yurt } internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_1 prestige = yurt_external_building_prestige_cost_tier_1 gold = yurt_external_building_gold_cost_tier_1 } parameters = { nomad_introduce_heir_unlock = yes nomad_main_yurt_marriage_acceptance_lvl_1 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.05 dynasty_house_opinion = 4 } ai_value = { value = nomadic_capital_exterior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } family_yurt_02 = { construction_time = @yurt_external_construction_time_tier_2 allowed_domicile_types = { yurt } previous_building = family_yurt_01 internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_2 prestige = yurt_external_building_prestige_cost_tier_2 gold = yurt_external_building_gold_cost_tier_2 } parameters = { nomad_introduce_heir_unlock = yes nomad_unlock_wet_nurse = yes nomad_main_yurt_marriage_acceptance_lvl_1 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.05 dynasty_house_opinion = 6 } ai_value = { value = nomadic_capital_exterior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } family_yurt_03 = { construction_time = @yurt_external_construction_time_tier_3 allowed_domicile_types = { yurt } previous_building = family_yurt_02 internal_slots = 2 cost = { herd = yurt_external_building_herd_cost_tier_3 prestige = yurt_external_building_prestige_cost_tier_3 gold = yurt_external_building_gold_cost_tier_3 } parameters = { nomad_introduce_heir_unlock = yes nomad_unlock_wet_nurse = yes nomad_unlock_court_tutor = yes nomad_main_yurt_marriage_acceptance_lvl_2 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.05 dynasty_house_opinion = 10 } ai_value = { value = nomadic_capital_exterior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } family_yurt_04 = { construction_time = @yurt_external_construction_time_tier_4 allowed_domicile_types = { yurt } previous_building = family_yurt_03 internal_slots = 3 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_03 } } cost = { herd = yurt_external_building_herd_cost_tier_4 prestige = yurt_external_building_prestige_cost_tier_4 gold = yurt_external_building_gold_cost_tier_4 } parameters = { nomad_introduce_heir_unlock = yes nomad_unlock_wet_nurse = yes nomad_unlock_court_tutor = yes nomad_main_yurt_marriage_acceptance_lvl_3 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.05 dynasty_house_opinion = 12 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } family_yurt_05 = { construction_time = @yurt_external_construction_time_tier_5 allowed_domicile_types = { yurt } previous_building = family_yurt_04 internal_slots = 4 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_04 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } parameters = { nomad_introduce_heir_unlock = yes nomad_unlock_wet_nurse = yes nomad_unlock_court_tutor = yes nomad_main_yurt_marriage_acceptance_lvl_3 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.1 dynasty_house_opinion = 8 } ai_value = { value = nomadic_capital_exterior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } family_yurt_06 = { construction_time = @yurt_external_construction_time_tier_6 allowed_domicile_types = { yurt } previous_building = family_yurt_05 internal_slots = 5 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_05 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } parameters = { nomad_introduce_heir_unlock = yes nomad_unlock_wet_nurse = yes nomad_unlock_court_tutor = yes nomad_main_yurt_marriage_acceptance_lvl_4 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.1 dynasty_house_opinion = 10 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } ################## # FAMILY YURT INTERNAL YURTS renown_gain_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = family_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { monthly_dynasty_prestige = 0.2 } parameters = { nomad_yurt_dynasty_many_crowns_bonus = yes } ai_value = { value = 0 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } renown_gain_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = renown_gain_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { monthly_dynasty_prestige = 0.1 } parameters = { nomad_yurt_dynasty_many_crowns_bonus = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } renown_gain_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = renown_gain_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { monthly_dynasty_prestige = 0.1 } parameters = { nomad_yurt_dynasty_many_crowns_bonus = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } renown_gain_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = renown_gain_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { monthly_dynasty_prestige = 0.2 } parameters = { nomad_yurt_dynasty_many_crowns_bonus = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } renown_gain_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = renown_gain_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { monthly_dynasty_prestige = 0.2 } parameters = { nomad_yurt_dynasty_many_crowns_bonus = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } renown_gain_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = renown_gain_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { monthly_dynasty_prestige = 0.2 } parameters = { nomad_yurt_dynasty_many_crowns_bonus = yes nomad_yurt_dynasty_many_khans = yes nomad_yurt_dynasty_many_khans_yearly_bonus = yes } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } wet_nurse_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = family_yurt_01 can_construct = { domicile = { has_domicile_building_or_higher = family_yurt_02 } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_wet_nurse_aptitude_lvl_1 = yes nomad_yurt_court_tutor_aptitude_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } wet_nurse_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = wet_nurse_yurt_01 can_construct = { domicile = { has_domicile_building_or_higher = family_yurt_03 } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_wet_nurse_aptitude_lvl_1 = yes nomad_yurt_court_tutor_aptitude_lvl_1 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } wet_nurse_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = wet_nurse_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_wet_nurse_aptitude_lvl_2 = yes nomad_yurt_court_tutor_aptitude_lvl_1 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } wet_nurse_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = wet_nurse_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_wet_nurse_aptitude_lvl_2 = yes nomad_yurt_court_tutor_aptitude_lvl_2 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } wet_nurse_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = wet_nurse_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_wet_nurse_aptitude_lvl_3 = yes nomad_yurt_court_tutor_aptitude_lvl_3 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } wet_nurse_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = wet_nurse_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_wet_nurse_aptitude_lvl_4 = yes nomad_yurt_court_tutor_aptitude_lvl_4 = yes } character_modifier = { monthly_dynasty_prestige_mult = 0.03 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } personal_chamber_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = family_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { spouse_opinion = 10 fertility = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } personal_chamber_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = personal_chamber_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { spouse_opinion = 10 fertility = 0.1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } personal_chamber_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = personal_chamber_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { spouse_opinion = 10 fertility = 0.1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } personal_chamber_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = personal_chamber_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { spouse_opinion = 10 fertility = 0.15 } parameters = { nomad_yurt_spouse_will_not_cheat = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } personal_chamber_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = personal_chamber_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { spouse_opinion = 10 fertility = 0.2 } parameters = { nomad_yurt_spouse_will_not_cheat = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } personal_chamber_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = personal_chamber_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { spouse_opinion = 20 fertility = 0.2 } parameters = { nomad_yurt_spouse_will_not_cheat = yes } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } recreation_chamber_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = family_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { stress_gain_mult = -0.05 stress_loss_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } recreation_chamber_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = recreation_chamber_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { stress_gain_mult = -0.05 stress_loss_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } recreation_chamber_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = recreation_chamber_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { stress_gain_mult = -0.05 stress_loss_mult = 0.05 health = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } recreation_chamber_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = recreation_chamber_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { stress_gain_mult = -0.05 stress_loss_mult = 0.05 health = 0.05 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } recreation_chamber_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = recreation_chamber_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { stress_gain_mult = -0.05 stress_loss_mult = 0.05 health = 0.05 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } recreation_chamber_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = recreation_chamber_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { stress_gain_mult = -0.05 stress_loss_mult = 0.05 health = 0.05 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } marriage_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = family_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_marriage_acceptance_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } marriage_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = marriage_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_marriage_acceptance_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } marriage_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = marriage_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_marriage_acceptance_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } marriage_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = marriage_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_marriage_acceptance_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } marriage_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = marriage_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_marriage_acceptance_lvl_3 = yes } character_modifier = { domicile_monthly_prestige_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } marriage_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = marriage_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_marriage_acceptance_lvl_4 = yes } character_modifier = { domicile_monthly_prestige_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } better_children_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = family_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_better_children_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } better_children_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = better_children_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_better_children_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } better_children_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = better_children_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_better_children_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } better_children_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = better_children_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_better_children_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } better_children_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = better_children_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_better_children_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } better_children_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = better_children_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_better_children_lvl_3 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } friend_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = family_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_friend_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } friend_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = friend_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_friend_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } friend_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = friend_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_friend_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } friend_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = friend_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_friend_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } friend_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = friend_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_friend_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } friend_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = friend_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_friend_bonus_lvl_3 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } hostage_ward_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = family_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_hostage_bonus_lvl_1 = yes nomad_yurt_ward_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } hostage_ward_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = hostage_ward_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_hostage_bonus_lvl_1 = yes nomad_yurt_ward_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } hostage_ward_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = hostage_ward_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_hostage_bonus_lvl_1 = yes nomad_yurt_ward_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } hostage_ward_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = hostage_ward_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_hostage_bonus_lvl_2 = yes nomad_yurt_ward_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } hostage_ward_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = hostage_ward_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_hostage_bonus_lvl_2 = yes nomad_yurt_ward_bonus_lvl_2 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } hostage_ward_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = hostage_ward_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_hostage_bonus_lvl_3 = yes nomad_yurt_ward_bonus_lvl_3 = yes } character_modifier = { domicile_monthly_prestige_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds" texture = "gfx/interface/window_domiciles/family_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt" } } ################# # MYSTICAL YURT mystical_yurt_01 = { construction_time = @yurt_external_construction_time_tier_1 allowed_domicile_types = { yurt } internal_slots = 1 cost = { herd = yurt_external_building_herd_cost_tier_1 prestige = yurt_external_building_prestige_cost_tier_1 gold = yurt_external_building_gold_cost_tier_1 } character_modifier = { epidemic_resistance = 2 monthly_piety_gain_mult = 0.1 monthly_income_from_herd_mult = 0.02 monthly_county_control_growth_add = 0.04 } ai_value = { value = nomadic_capital_exterior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } mystical_yurt_02 = { construction_time = @yurt_external_construction_time_tier_2 allowed_domicile_types = { yurt } internal_slots = 2 previous_building = mystical_yurt_01 cost = { herd = yurt_external_building_herd_cost_tier_2 prestige = yurt_external_building_prestige_cost_tier_2 gold = yurt_external_building_gold_cost_tier_2 } character_modifier = { epidemic_resistance = 2 monthly_piety_gain_mult = 0.02 monthly_income_from_herd_mult = 0.02 monthly_county_control_growth_add = 0.04 } ai_value = { value = nomadic_capital_exterior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } mystical_yurt_03 = { construction_time = @yurt_external_construction_time_tier_3 allowed_domicile_types = { yurt } internal_slots = 3 previous_building = mystical_yurt_02 cost = { herd = yurt_external_building_herd_cost_tier_3 prestige = yurt_external_building_prestige_cost_tier_3 gold = yurt_external_building_gold_cost_tier_3 } character_modifier = { epidemic_resistance = 4 monthly_piety_gain_mult = 0.03 monthly_income_from_herd_mult = 0.03 monthly_county_control_growth_add = 0.04 } ai_value = { value = nomadic_capital_exterior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } mystical_yurt_04 = { construction_time = @yurt_external_construction_time_tier_4 allowed_domicile_types = { yurt } internal_slots = 4 previous_building = mystical_yurt_03 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_03 } } cost = { herd = yurt_external_building_herd_cost_tier_4 prestige = yurt_external_building_prestige_cost_tier_4 gold = yurt_external_building_gold_cost_tier_4 } character_modifier = { epidemic_resistance = 4 monthly_piety_gain_mult = 0.03 monthly_income_from_herd_mult = 0.03 monthly_county_control_growth_add = 0.04 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_exterior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } mystical_yurt_05 = { construction_time = @yurt_external_construction_time_tier_5 allowed_domicile_types = { yurt } internal_slots = 5 previous_building = mystical_yurt_04 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_04 } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = yurt_external_building_gold_cost_tier_5 } character_modifier = { epidemic_resistance = 4 monthly_piety_gain_mult = 0.05 monthly_income_from_herd_mult = 0.04 monthly_county_control_growth_add = 0.04 } parameters = { nomad_yurt_improved_fertility_dance = yes } ai_value = { value = nomadic_capital_exterior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } mystical_yurt_06 = { construction_time = @yurt_external_construction_time_tier_6 allowed_domicile_types = { yurt } internal_slots = 5 previous_building = mystical_yurt_05 can_construct = { domicile = { has_domicile_building_or_higher = yurt_main_05 } } cost = { herd = yurt_external_building_herd_cost_tier_6 prestige = yurt_external_building_prestige_cost_tier_6 gold = yurt_external_building_gold_cost_tier_6 } character_modifier = { epidemic_resistance = 4 monthly_piety_gain_mult = 0.05 monthly_income_from_herd_mult = 0.04 monthly_county_control_growth_add = 0.04 } province_modifier = { defender_holding_advantage = 1 } parameters = { nomad_yurt_improved_fertility_dance = yes } ai_value = { value = nomadic_capital_exterior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } ################## # MYSTICAL YURT INTERNAL YURTS astrologer_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mystical_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_increased_astrologer_aptitude_lvl_1 = yes } character_modifier = { monthly_piety_gain_mult = 0.01 monthly_learning_lifestyle_xp_gain_mult = 0.01 domicile_monthly_piety_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } astrologer_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = astrologer_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_increased_astrologer_aptitude_lvl_1 = yes } character_modifier = { monthly_piety_gain_mult = 0.01 monthly_learning_lifestyle_xp_gain_mult = 0.01 domicile_monthly_piety_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } astrologer_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = astrologer_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_increased_astrologer_aptitude_lvl_2 = yes } character_modifier = { monthly_piety_gain_mult = 0.01 domicile_monthly_piety_add = 0.05 monthly_learning_lifestyle_xp_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } astrologer_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = astrologer_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_increased_astrologer_aptitude_lvl_2 = yes } character_modifier = { monthly_piety_gain_mult = 0.01 domicile_monthly_piety_add = 0.1 monthly_learning_lifestyle_xp_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } astrologer_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = astrologer_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_increased_astrologer_aptitude_lvl_3 = yes } character_modifier = { monthly_piety_gain_mult = 0.02 domicile_monthly_piety_add = 0.05 monthly_learning_lifestyle_xp_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } astrologer_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = astrologer_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_increased_astrologer_aptitude_lvl_4 = yes } character_modifier = { monthly_piety_gain_mult = 0.04 domicile_monthly_piety_add = 0.10 monthly_learning_lifestyle_xp_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } physician_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mystical_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_increased_physician_aptitude_lvl_1 = yes } character_modifier = { negate_health_penalty_add = 0.04 monthly_learning_lifestyle_xp_gain_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } physician_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = physician_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_increased_physician_aptitude_lvl_1 = yes } character_modifier = { negate_health_penalty_add = 0.04 monthly_learning_lifestyle_xp_gain_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } physician_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = physician_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_increased_physician_aptitude_lvl_2 = yes } character_modifier = { negate_health_penalty_add = 0.04 monthly_learning_lifestyle_xp_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } physician_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = physician_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_increased_physician_aptitude_lvl_2 = yes } character_modifier = { negate_health_penalty_add = 0.04 monthly_learning_lifestyle_xp_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } physician_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = physician_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_increased_physician_aptitude_lvl_3 = yes } character_modifier = { negate_health_penalty_add = 0.04 monthly_learning_lifestyle_xp_gain_mult = 0.04 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } physician_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = physician_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_increased_physician_aptitude_lvl_4 = yes } character_modifier = { negate_health_penalty_add = 0.04 monthly_learning_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } fertility_mystical_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mystical_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_herd_per_piety_fertility_mystical_lvl_1 = yes } character_modifier = { herd_capacity_add = 200 } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } fertility_mystical_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_mystical_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_herd_per_piety_fertility_mystical_lvl_1 = yes } character_modifier = { herd_capacity_add = 200 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } fertility_mystical_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_mystical_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_herd_per_piety_fertility_mystical_lvl_2 = yes } character_modifier = { herd_capacity_add = 400 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } fertility_mystical_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_mystical_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_herd_per_piety_fertility_mystical_lvl_2 = yes } character_modifier = { herd_capacity_add = 400 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } fertility_mystical_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_mystical_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_herd_per_piety_fertility_mystical_lvl_2 = yes } character_modifier = { herd_capacity_add = 400 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } fertility_mystical_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_mystical_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_herd_per_piety_fertility_mystical_lvl_3 = yes } character_modifier = { herd_capacity_add = 400 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } language_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mystical_yurt_01 can_construct = { custom_tooltip = { text = language_yurt_2_unlock num_of_known_languages >= 2 } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_yearly_bonus_per_language_lvl_1 = yes } character_modifier = { learning = 1 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } language_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = language_yurt_01 can_construct = { custom_tooltip = { text = language_yurt_2_unlock num_of_known_languages >= 2 } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_yearly_bonus_per_language_lvl_1 = yes } character_modifier = { max_learn_language_schemes_add = 1 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } language_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = language_yurt_02 can_construct = { custom_tooltip = { text = language_yurt_3_unlock num_of_known_languages >= 3 } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_yearly_bonus_per_language_lvl_1 = yes } character_modifier = { learning = 1 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } language_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = language_yurt_03 can_construct = { custom_tooltip = { text = language_yurt_3_unlock num_of_known_languages >= 3 } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_yearly_bonus_per_language_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } language_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = language_yurt_04 can_construct = { custom_tooltip = { text = language_yurt_3_unlock num_of_known_languages >= 3 } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_yearly_bonus_per_language_lvl_3 = yes } ai_value = { value = 5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } language_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = language_yurt_05 can_construct = { custom_tooltip = { text = language_yurt_3_unlock num_of_known_languages >= 3 } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_language_cap = yes nomad_yurt_yearly_bonus_per_language_lvl_3 = yes } character_modifier = { max_learn_language_schemes_add = 1 learning = 1 } ai_value = { value = 26 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } omen_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mystical_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_children_bonus_per_piety_lvl_1 = yes } character_modifier = { domicile_monthly_piety_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } omen_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = omen_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_children_bonus_per_piety_lvl_1 = yes } character_modifier = { domicile_monthly_piety_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } omen_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = omen_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_children_bonus_per_piety_lvl_2 = yes } character_modifier = { domicile_monthly_piety_add = 0.02 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } omen_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = omen_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_children_bonus_per_piety_lvl_2 = yes } character_modifier = { domicile_monthly_piety_add = 0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } omen_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = omen_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_children_bonus_per_piety_lvl_2 = yes } character_modifier = { domicile_monthly_piety_add = 0.04 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } omen_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = omen_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_children_bonus_per_piety_lvl_3 = yes } character_modifier = { domicile_monthly_piety_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } kurultai_mystical_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mystical_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_kurultai_obedience_per_piety_lvl_1 = yes } character_modifier = { domicile_monthly_piety_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } kurultai_mystical_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_mystical_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_kurultai_obedience_per_piety_lvl_1 = yes } character_modifier = { domicile_monthly_piety_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } kurultai_mystical_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_mystical_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_kurultai_obedience_per_piety_lvl_1 = yes nomad_yurt_kurultai_skill_increase_per_piety_lvl_1 = yes } character_modifier = { domicile_monthly_piety_add = 0.02 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } kurultai_mystical_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_mystical_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_kurultai_obedience_per_piety_lvl_1 = yes nomad_yurt_kurultai_skill_increase_per_piety_lvl_1 = yes } character_modifier = { domicile_monthly_piety_add = 0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } kurultai_mystical_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_mystical_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_kurultai_obedience_per_piety_lvl_2 = yes nomad_yurt_kurultai_skill_increase_per_piety_lvl_1 = yes } character_modifier = { domicile_monthly_piety_add = 0.04 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } kurultai_mystical_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = kurultai_mystical_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_kurultai_obedience_per_piety_lvl_2 = yes nomad_yurt_kurultai_skill_increase_per_piety_lvl_2 = yes } character_modifier = { domicile_monthly_piety_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } knight_mystical_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = mystical_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { knight_skill_increase_per_piety_lvl_1 = yes } character_modifier = { monthly_piety_gain_per_knight_add = 0.01 knight_limit = 1 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } knight_mystical_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_mystical_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { knight_skill_increase_per_piety_lvl_1 = yes } character_modifier = { monthly_piety_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } knight_mystical_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_mystical_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { knight_skill_increase_per_piety_lvl_2 = yes } character_modifier = { monthly_piety_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } knight_mystical_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_mystical_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { knight_skill_increase_per_piety_lvl_2 = yes } character_modifier = { monthly_piety_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } knight_mystical_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_mystical_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { knight_skill_increase_per_piety_lvl_2 = yes } character_modifier = { monthly_piety_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } knight_mystical_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_mystical_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { knight_skill_increase_per_piety_lvl_3 = yes } character_modifier = { knight_limit = 1 monthly_piety_gain_per_knight_add = 0.01 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt" } } ################# # TRADE YURT trade_yurt_01 = { construction_time = @yurt_external_construction_time_tier_1 allowed_domicile_types = { yurt } internal_slots = 1 can_construct = { custom_tooltip = { text = trade_yurt_unlock_req any_neighboring_top_liege_realm_owner = { NOT = { government_has_flag = government_is_herder government_has_flag = government_is_nomadic } } } } cost = { herd = yurt_external_building_herd_cost_tier_1 prestige = yurt_external_building_prestige_cost_tier_1 gold = { add = yurt_external_building_gold_cost_tier_1 multiply = 2 } } character_modifier = { domicile_monthly_gold_add = 0.3 monthly_income_from_herd_mult = 0.01 } parameters = { nomad_yurt_unlock_establish_smol_paiza = yes } ai_value = { value = nomadic_capital_exterior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } trade_yurt_02 = { construction_time = @yurt_external_construction_time_tier_2 allowed_domicile_types = { yurt } previous_building = trade_yurt_01 internal_slots = 1 can_construct = { custom_tooltip = { text = trade_yurt_unlock_req any_neighboring_top_liege_realm_owner = { NOT = { government_has_flag = government_is_herder government_has_flag = government_is_nomadic } } } } cost = { herd = yurt_external_building_herd_cost_tier_2 prestige = yurt_external_building_prestige_cost_tier_2 gold = { add = yurt_external_building_gold_cost_tier_2 multiply = 2 } } character_modifier = { domicile_monthly_gold_add = 0.3 monthly_income_from_herd_mult = 0.01 } parameters = { nomad_yurt_unlock_establish_smol_paiza = yes } ai_value = { value = nomadic_capital_exterior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } trade_yurt_03 = { construction_time = @yurt_external_construction_time_tier_3 allowed_domicile_types = { yurt } previous_building = trade_yurt_02 internal_slots = 2 can_construct = { custom_tooltip = { text = trade_yurt_unlock_req any_neighboring_top_liege_realm_owner = { NOT = { government_has_flag = government_is_herder government_has_flag = government_is_nomadic } } } } cost = { herd = yurt_external_building_herd_cost_tier_3 prestige = yurt_external_building_prestige_cost_tier_3 gold = { add = yurt_external_building_gold_cost_tier_3 multiply = 2 } } character_modifier = { domicile_monthly_gold_add = 0.3 monthly_income_from_herd_mult = 0.02 } parameters = { nomad_yurt_unlock_establish_smol_paiza = yes } ai_value = { value = nomadic_capital_exterior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } trade_yurt_04 = { construction_time = @yurt_external_construction_time_tier_4 allowed_domicile_types = { yurt } previous_building = trade_yurt_03 internal_slots = 3 can_construct = { custom_tooltip = { text = trade_yurt_unlock_req any_neighboring_top_liege_realm_owner = { NOT = { government_has_flag = government_is_herder government_has_flag = government_is_nomadic } } } } cost = { herd = yurt_external_building_herd_cost_tier_4 prestige = yurt_external_building_prestige_cost_tier_4 gold = { add = yurt_external_building_gold_cost_tier_4 multiply = 2 } } character_modifier = { domicile_monthly_gold_add = 0.3 monthly_income_from_herd_mult = 0.02 } province_modifier = { defender_holding_advantage = 1 } parameters = { nomad_yurt_unlock_establish_smol_paiza = yes nomad_yurt_unlock_establish_paiza = yes } ai_value = { value = nomadic_capital_exterior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } trade_yurt_05 = { construction_time = @yurt_external_construction_time_tier_5 allowed_domicile_types = { yurt } previous_building = trade_yurt_04 internal_slots = 4 can_construct = { custom_tooltip = { text = trade_yurt_unlock_req any_neighboring_top_liege_realm_owner = { NOT = { government_has_flag = government_is_herder government_has_flag = government_is_nomadic } } } } cost = { herd = yurt_external_building_herd_cost_tier_5 prestige = yurt_external_building_prestige_cost_tier_5 gold = { add = yurt_external_building_gold_cost_tier_5 multiply = 2 } } character_modifier = { domicile_monthly_gold_add = 0.3 monthly_income_from_herd_mult = 0.03 } parameters = { nomad_yurt_unlock_establish_smol_paiza = yes nomad_yurt_unlock_establish_paiza = yes } ai_value = { value = nomadic_capital_exterior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } trade_yurt_06 = { construction_time = @yurt_external_construction_time_tier_6 allowed_domicile_types = { yurt } previous_building = trade_yurt_05 internal_slots = 5 can_construct = { custom_tooltip = { text = trade_yurt_unlock_req any_neighboring_top_liege_realm_owner = { NOT = { government_has_flag = government_is_herder government_has_flag = government_is_nomadic } } } } cost = { herd = yurt_external_building_herd_cost_tier_6 prestige = yurt_external_building_prestige_cost_tier_6 gold = { add = yurt_external_building_gold_cost_tier_6 multiply = 2 } } character_modifier = { domicile_monthly_gold_add = 0.5 monthly_income_from_herd_mult = 0.03 } province_modifier = { defender_holding_advantage = 1 } parameters = { nomad_yurt_unlock_establish_smol_paiza = yes nomad_yurt_unlock_establish_paiza = yes } ai_value = { value = nomadic_capital_exterior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } ################## # TRADE YURT INTERNAL YURTS ################## paiza_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_paiza_obedience_bonus_lvl_1 = yes nomad_yurt_paiza_abuse_less_likely_lvl_1 = yes } character_modifier = { domicile_monthly_gold_add = 0.3 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } paiza_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { domicile_monthly_gold_add = 0.3 } parameters = { nomad_yurt_paiza_obedience_bonus_lvl_1 = yes nomad_yurt_paiza_abuse_less_likely_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } paiza_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { domicile_monthly_gold_add = 0.3 } parameters = { nomad_yurt_paiza_obedience_bonus_lvl_2 = yes nomad_yurt_paiza_abuse_less_likely_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } paiza_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { domicile_monthly_gold_add = 0.3 } province_modifier = { defender_holding_advantage = 1 } parameters = { nomad_yurt_paiza_obedience_bonus_lvl_2 = yes nomad_yurt_paiza_abuse_less_likely_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } paiza_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { domicile_monthly_gold_add = 0.3 } parameters = { nomad_yurt_paiza_obedience_bonus_lvl_2 = yes nomad_yurt_paiza_abuse_less_likely_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } paiza_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_paiza_obedience_bonus_lvl_3 = yes nomad_yurt_paiza_abuse_less_likely_lvl_3 = yes } character_modifier = { domicile_monthly_gold_add = 0.5 } province_modifier = { defender_holding_advantage = 1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } innovation_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { cultural_head_fascination_mult = 0.02 } parameters = { nomad_yurt_paiza_innovations_unlock = yes } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_culture.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } innovation_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = innovation_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { cultural_head_fascination_mult = 0.02 } parameters = { nomad_yurt_paiza_innovations_unlock = yes nomad_yurt_increased_innovation_paiza_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_culture.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } innovation_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = innovation_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { cultural_head_fascination_mult = 0.04 } parameters = { nomad_yurt_paiza_innovations_unlock = yes nomad_yurt_increased_innovation_paiza_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_culture.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } innovation_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = innovation_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { cultural_head_fascination_mult = 0.04 } parameters = { nomad_yurt_paiza_innovations_unlock = yes nomad_yurt_increased_innovation_paiza_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_culture.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } innovation_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = innovation_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { cultural_head_fascination_mult = 0.04 } parameters = { nomad_yurt_paiza_innovations_unlock = yes nomad_yurt_increased_innovation_paiza_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_culture.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } innovation_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = innovation_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { cultural_head_fascination_mult = 0.14 } parameters = { nomad_yurt_paiza_innovations_unlock = yes nomad_yurt_increased_innovation_paiza_lvl_3 = yes } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_culture.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } merchant_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_paiza_more_gold_lvl_1 = yes nomad_yurt_merchant_bonus_lvl_1 = yes } character_modifier = { domicile_monthly_gold_add = 0.2 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } merchant_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = merchant_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { domicile_monthly_gold_add = 0.2 } parameters = { nomad_yurt_paiza_more_gold_lvl_1 = yes nomad_yurt_merchant_bonus_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } merchant_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = merchant_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { domicile_monthly_gold_add = 0.2 } parameters = { nomad_yurt_paiza_more_gold_lvl_2 = yes nomad_yurt_merchant_bonus_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } merchant_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = merchant_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { domicile_monthly_gold_add = 0.2 } parameters = { nomad_yurt_paiza_more_gold_lvl_2 = yes nomad_yurt_merchant_bonus_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } merchant_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = merchant_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { domicile_monthly_gold_add = 0.2 } parameters = { nomad_yurt_paiza_more_gold_lvl_2 = yes nomad_yurt_merchant_bonus_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } merchant_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = merchant_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { domicile_monthly_gold_add = 0.3 } parameters = { nomad_yurt_paiza_more_gold_lvl_3 = yes nomad_yurt_merchant_bonus_lvl_3 = yes } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } fertility_trade_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_paiza_fertility_gain_lvl_1 = yes } character_modifier = { domicile_monthly_gold_add = 0.1 character_capital_monthly_county_fertility_growth_add = 0.02 } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } fertility_trade_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_paiza_fertility_gain_lvl_1 = yes } character_modifier = { domicile_monthly_gold_add = 0.1 character_capital_monthly_county_fertility_growth_add = 0.02 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } fertility_trade_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_trade_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_paiza_fertility_gain_lvl_1 = yes } character_modifier = { domicile_monthly_gold_add = 0.1 character_capital_monthly_county_fertility_growth_add = 0.02 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } fertility_trade_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_trade_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_paiza_fertility_gain_lvl_2 = yes } character_modifier = { domicile_monthly_gold_add = 0.1 character_capital_monthly_county_fertility_growth_add = 0.02 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } fertility_trade_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_trade_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_paiza_fertility_gain_lvl_2 = yes } character_modifier = { domicile_monthly_gold_add = 0.1 character_capital_monthly_county_fertility_growth_add = 0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } fertility_trade_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = fertility_trade_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_paiza_fertility_gain_lvl_3 = yes } character_modifier = { domicile_monthly_gold_add = 0.25 character_capital_monthly_county_fertility_growth_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } herd_trade_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_paiza_herd_gain_lvl_1 = yes nomad_merchant_herd_gold_exchange_lvl_1 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } herd_trade_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_paiza_herd_gain_lvl_1 = yes nomad_merchant_herd_gold_exchange_lvl_1 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } herd_trade_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_trade_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_paiza_herd_gain_lvl_1 = yes nomad_merchant_herd_gold_exchange_lvl_2 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } herd_trade_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_trade_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_paiza_herd_gain_lvl_2 = yes nomad_merchant_herd_gold_exchange_lvl_2 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } herd_trade_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_trade_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_paiza_herd_gain_lvl_2 = yes nomad_merchant_herd_gold_exchange_lvl_2 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } herd_trade_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = herd_trade_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_paiza_herd_gain_lvl_3 = yes nomad_merchant_herd_gold_exchange_lvl_3 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } char_trade_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_paiza_char_gain_lvl_1 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } char_trade_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = char_trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_paiza_char_gain_lvl_1 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } char_trade_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = char_trade_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_paiza_char_gain_lvl_1 = yes nomad_yurt_paiza_char_gain_arrival_lvl_1 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } char_trade_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = char_trade_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_paiza_char_gain_lvl_2 = yes nomad_yurt_paiza_char_gain_arrival_lvl_1 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } char_trade_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = char_trade_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_paiza_char_gain_lvl_2 = yes nomad_yurt_paiza_char_gain_arrival_lvl_1 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } char_trade_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = char_trade_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_paiza_char_gain_lvl_3 = yes nomad_yurt_paiza_char_gain_arrival_lvl_2 = yes } character_modifier = { monthly_income_from_herd_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } knight_trade_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } parameters = { nomad_yurt_paiza_maa_gain_lvl_1 = yes } character_modifier = { knight_effectiveness_per_stewardship = 0.001 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } knight_trade_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_trade_yurt_01 cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } parameters = { nomad_yurt_paiza_maa_gain_lvl_1 = yes } character_modifier = { knight_effectiveness_per_stewardship = 0.001 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } knight_trade_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_trade_yurt_02 cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } parameters = { nomad_yurt_paiza_maa_gain_lvl_1 = yes } character_modifier = { knight_effectiveness_per_stewardship = 0.001 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } knight_trade_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_trade_yurt_03 cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } parameters = { nomad_yurt_paiza_maa_gain_lvl_2 = yes } character_modifier = { knight_effectiveness_per_stewardship = 0.001 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } knight_trade_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_trade_yurt_04 cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } parameters = { nomad_yurt_paiza_maa_gain_lvl_2 = yes } character_modifier = { knight_effectiveness_per_stewardship = 0.001 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } knight_trade_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = knight_trade_yurt_05 cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } parameters = { nomad_yurt_paiza_maa_gain_lvl_3 = yes } character_modifier = { knight_effectiveness_per_stewardship = 0.001 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds" texture = "gfx/interface/window_domiciles/trade_yurt.dds" intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt" } } ###### # CULTURAL TRADITION YURTS # Metalworkers metalworkers_cultrad_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 can_construct = { custom_tooltip = { text = metalworkers_cultrad_yurt_01_unlock culture ?= { has_cultural_parameter = metalworkers_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { maa_toughness_mult = 0.1 maa_damage_mult = 0.1 nomadic_horde_toughness_add = 1 hard_casualty_modifier = -0.02 } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } metalworkers_cultrad_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = metalworkers_cultrad_yurt_01 can_construct = { custom_tooltip = { text = metalworkers_cultrad_yurt_01_unlock culture ?= { has_cultural_parameter = metalworkers_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { nomadic_horde_toughness_add = 1 archer_cavalry_toughness_add = 1 hard_casualty_modifier = -0.02 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } metalworkers_cultrad_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = metalworkers_cultrad_yurt_02 can_construct = { custom_tooltip = { text = metalworkers_cultrad_yurt_01_unlock culture ?= { has_cultural_parameter = metalworkers_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { nomadic_horde_toughness_add = 1 archer_cavalry_toughness_add = 1 hard_casualty_modifier = -0.02 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } metalworkers_cultrad_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = metalworkers_cultrad_yurt_03 can_construct = { custom_tooltip = { text = metalworkers_cultrad_yurt_01_unlock culture ?= { has_cultural_parameter = metalworkers_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { nomadic_horde_toughness_add = 1 archer_cavalry_toughness_add = 1 hard_casualty_modifier = -0.02 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } metalworkers_cultrad_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = metalworkers_cultrad_yurt_04 can_construct = { custom_tooltip = { text = metalworkers_cultrad_yurt_01_unlock culture ?= { has_cultural_parameter = metalworkers_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { hard_casualty_modifier = -0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } metalworkers_cultrad_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = metalworkers_cultrad_yurt_05 can_construct = { custom_tooltip = { text = metalworkers_cultrad_yurt_01_unlock culture ?= { has_cultural_parameter = metalworkers_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { maa_toughness_mult = 0.1 maa_damage_mult = 0.1 hard_casualty_modifier = -0.05 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } # Sorcerous_metallurgy sorcerous_metallurgy_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 can_construct = { custom_tooltip = { text = sorcerous_metallurgy_yurt_01_domicile_building_desc OR = { has_trait = witch has_trait = lifestyle_mystic has_trait = lifestyle_herbalist } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { domicile_monthly_piety_add = 0.05 monthly_piety_gain_per_knight_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } sorcerous_metallurgy_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = sorcerous_metallurgy_yurt_01 can_construct = { custom_tooltip = { text = sorcerous_metallurgy_yurt_01_domicile_building_desc OR = { has_trait = witch has_trait = lifestyle_mystic has_trait = lifestyle_herbalist } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { domicile_monthly_piety_add = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } sorcerous_metallurgy_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = sorcerous_metallurgy_yurt_02 can_construct = { custom_tooltip = { text = sorcerous_metallurgy_yurt_01_domicile_building_desc OR = { has_trait = witch has_trait = lifestyle_mystic has_trait = lifestyle_herbalist } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { domicile_monthly_piety_add = 0.1 monthly_piety_gain_per_knight_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } sorcerous_metallurgy_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = sorcerous_metallurgy_yurt_03 can_construct = { custom_tooltip = { text = sorcerous_metallurgy_yurt_01_domicile_building_desc OR = { has_trait = witch has_trait = lifestyle_mystic has_trait = lifestyle_herbalist } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { domicile_monthly_piety_add = 0.1 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } sorcerous_metallurgy_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = sorcerous_metallurgy_yurt_04 can_construct = { custom_tooltip = { text = sorcerous_metallurgy_yurt_01_domicile_building_desc OR = { has_trait = witch has_trait = lifestyle_mystic has_trait = lifestyle_herbalist } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { domicile_monthly_piety_add = 0.1 monthly_piety_gain_per_knight_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } sorcerous_metallurgy_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = sorcerous_metallurgy_yurt_05 can_construct = { custom_tooltip = { text = sorcerous_metallurgy_yurt_01_domicile_building_desc OR = { has_trait = witch has_trait = lifestyle_mystic has_trait = lifestyle_herbalist } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { domicile_monthly_piety_add = 0.1 prowess_per_piety_level = 1 monthly_piety_gain_per_knight_mult = 0.02 martial_per_piety_level = 1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } # Zealous People zealous_people_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 can_construct = { custom_tooltip = { text = zealous_people_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = zealous_people_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { domicile_monthly_piety_add = 0.05 monthly_piety_gain_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } zealous_people_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = zealous_people_yurt_01 can_construct = { custom_tooltip = { text = zealous_people_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = zealous_people_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { domicile_monthly_piety_add = 0.05 monthly_piety_gain_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } zealous_people_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = zealous_people_yurt_02 can_construct = { custom_tooltip = { text = zealous_people_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = zealous_people_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { domicile_monthly_piety_add = 0.1 monthly_piety_gain_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } zealous_people_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = zealous_people_yurt_03 can_construct = { custom_tooltip = { text = zealous_people_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = zealous_people_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { domicile_monthly_piety_add = 0.1 monthly_piety_gain_mult = 0.01 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } zealous_people_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = zealous_people_yurt_04 can_construct = { custom_tooltip = { text = zealous_people_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = zealous_people_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { domicile_monthly_piety_add = 0.1 monthly_piety_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } zealous_people_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = zealous_people_yurt_05 can_construct = { custom_tooltip = { text = zealous_people_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = zealous_people_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { domicile_monthly_piety_add = 0.1 monthly_piety_gain_mult = 0.05 stewardship_per_piety_level = 1 intrigue_per_piety_level = 1 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } # Loyal_soldiers loyal_soldiers_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 can_construct = { custom_tooltip = { text = loyal_soldiers_yurt_01_domicile_building_desc any_relation = { type = blood_brother } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { councillor_opinion = 2 } parameters = { loyal_soldiers_yurt_more_obedient_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } loyal_soldiers_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = loyal_soldiers_yurt_01 can_construct = { custom_tooltip = { text = loyal_soldiers_yurt_01_domicile_building_desc any_relation = { type = blood_brother } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { councillor_opinion = 2 } parameters = { loyal_soldiers_yurt_more_obedient_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } loyal_soldiers_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = loyal_soldiers_yurt_02 can_construct = { custom_tooltip = { text = loyal_soldiers_yurt_01_domicile_building_desc any_relation = { type = blood_brother } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { councillor_opinion = 2 } parameters = { loyal_soldiers_yurt_more_obedient_lvl_1 = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } loyal_soldiers_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = loyal_soldiers_yurt_03 can_construct = { custom_tooltip = { text = loyal_soldiers_yurt_01_domicile_building_desc any_relation = { type = blood_brother } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { councillor_opinion = 2 } parameters = { loyal_soldiers_yurt_more_obedient_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } loyal_soldiers_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = loyal_soldiers_yurt_04 can_construct = { custom_tooltip = { text = loyal_soldiers_yurt_01_domicile_building_desc any_relation = { type = blood_brother } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { councillor_opinion = 2 } parameters = { loyal_soldiers_yurt_more_obedient_lvl_2 = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } loyal_soldiers_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = loyal_soldiers_yurt_05 can_construct = { custom_tooltip = { text = loyal_soldiers_yurt_01_domicile_building_desc any_relation = { type = blood_brother } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { councillor_opinion = 2 } parameters = { loyal_soldiers_yurt_more_obedient_lvl_3 = yes } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } # Forbearing forbearing_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 can_construct = { custom_tooltip = { text = forbearing_yurt_01_domicile_building_desc OR = { culture ?= { has_cultural_parameter = forbearing_internal_yurt_unlock } any_courtier = { count >= 5 has_trait = patient } } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { defender_advantage = 2 stress_gain_mult = -0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } forbearing_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = forbearing_yurt_01 can_construct = { custom_tooltip = { text = forbearing_yurt_01_domicile_building_desc OR = { culture ?= { has_cultural_parameter = forbearing_internal_yurt_unlock } any_courtier = { count >= 5 has_trait = patient } } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { defender_advantage = 1 stress_gain_mult = -0.01 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } forbearing_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = forbearing_yurt_02 can_construct = { custom_tooltip = { text = forbearing_yurt_01_domicile_building_desc OR = { culture ?= { has_cultural_parameter = forbearing_internal_yurt_unlock } any_courtier = { count >= 5 has_trait = patient } } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { defender_advantage = 1 stress_gain_mult = -0.02 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } forbearing_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = forbearing_yurt_03 can_construct = { custom_tooltip = { text = forbearing_yurt_01_domicile_building_desc OR = { culture ?= { has_cultural_parameter = forbearing_internal_yurt_unlock } any_courtier = { count >= 5 has_trait = patient } } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { defender_advantage = 1 stress_gain_mult = -0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } forbearing_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = forbearing_yurt_04 can_construct = { custom_tooltip = { text = forbearing_yurt_01_domicile_building_desc OR = { culture ?= { has_cultural_parameter = forbearing_internal_yurt_unlock } any_courtier = { count >= 5 has_trait = patient } } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { herd_gain_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } forbearing_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = forbearing_yurt_05 can_construct = { custom_tooltip = { text = forbearing_yurt_01_domicile_building_desc OR = { culture ?= { has_cultural_parameter = forbearing_internal_yurt_unlock } any_courtier = { count >= 5 has_trait = patient } } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { herd_gain_mult = 0.02 defender_advantage = 5 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } # Stalwart Defenders stalwart_defenders_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 can_construct = { custom_tooltip = { text = stalwart_defenders_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = stalwart_defenders_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { nomadic_horde_toughness_mult = 0.1 maa_toughness_mult = 0.05 } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } stalwart_defenders_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = stalwart_defenders_yurt_01 can_construct = { custom_tooltip = { text = stalwart_defenders_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = stalwart_defenders_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { nomadic_horde_toughness_mult = 0.05 maa_toughness_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } stalwart_defenders_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = stalwart_defenders_yurt_02 can_construct = { custom_tooltip = { text = stalwart_defenders_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = stalwart_defenders_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { nomadic_horde_toughness_mult = 0.05 maa_toughness_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } stalwart_defenders_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = stalwart_defenders_yurt_03 can_construct = { custom_tooltip = { text = stalwart_defenders_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = stalwart_defenders_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { nomadic_horde_toughness_mult = 0.05 maa_toughness_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } stalwart_defenders_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = stalwart_defenders_yurt_04 can_construct = { custom_tooltip = { text = stalwart_defenders_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = stalwart_defenders_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { nomadic_horde_toughness_mult = 0.05 maa_toughness_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } stalwart_defenders_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = stalwart_defenders_yurt_05 can_construct = { custom_tooltip = { text = stalwart_defenders_yurt_01_domicile_building_desc culture ?= { has_cultural_parameter = stalwart_defenders_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { nomadic_horde_toughness_mult = 0.1 maa_toughness_mult = 0.1 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } # Legalistic legalistic_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 can_construct = { custom_tooltip = { text = legalistic_yurt_01_unlock highest_held_title_tier >= tier_empire } } cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } character_modifier = { legitimacy_gain_mult = 0.1 legitimacy_loss_mult = -0.1 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } legalistic_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = legalistic_yurt_01 can_construct = { custom_tooltip = { text = legalistic_yurt_01_unlock highest_held_title_tier >= tier_empire } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { legitimacy_gain_mult = 0.02 legitimacy_loss_mult = -0.02 monthly_prestige_gain_per_legitimacy_level_mult = 0.02 monthly_piety_gain_per_legitimacy_level_mult = 0.02 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } legalistic_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = legalistic_yurt_02 can_construct = { custom_tooltip = { text = legalistic_yurt_01_unlock highest_held_title_tier >= tier_empire } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { legitimacy_gain_mult = 0.02 legitimacy_loss_mult = -0.02 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } legalistic_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = legalistic_yurt_03 can_construct = { custom_tooltip = { text = legalistic_yurt_01_unlock highest_held_title_tier >= tier_empire } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { legitimacy_gain_mult = 0.02 legitimacy_loss_mult = -0.02 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } legalistic_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = legalistic_yurt_04 can_construct = { custom_tooltip = { text = legalistic_yurt_01_unlock highest_held_title_tier >= tier_empire } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { legitimacy_gain_mult = 0.02 legitimacy_loss_mult = -0.02 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } legalistic_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = legalistic_yurt_05 can_construct = { custom_tooltip = { text = legalistic_yurt_01_unlock highest_held_title_tier >= tier_empire } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { legitimacy_gain_mult = 0.02 legitimacy_loss_mult = -0.02 monthly_prestige_gain_per_legitimacy_level_mult = 0.03 monthly_piety_gain_per_legitimacy_level_mult = 0.03 } ai_value = { value = nomadic_capital_interior_building_6 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } # Horse Breeder horse_breeder_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } can_construct = { custom_tooltip = { text = horse_breeder_yurt_01_unlock culture ?= { has_cultural_parameter = horse_breeder_internal_yurt_unlock } } } character_modifier = { movement_speed = 0.1 archer_cavalry_damage_mult = 0.1 light_cavalry_damage_mult = 0.1 nomadic_horde_damage_mult = 0.1 } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } horse_breeder_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = horse_breeder_yurt_01 can_construct = { custom_tooltip = { text = horse_breeder_yurt_01_unlock culture ?= { has_cultural_parameter = horse_breeder_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { movement_speed = 0.05 archer_cavalry_damage_mult = 0.05 light_cavalry_damage_mult = 0.05 nomadic_horde_damage_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } horse_breeder_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = horse_breeder_yurt_02 can_construct = { custom_tooltip = { text = horse_breeder_yurt_01_unlock culture ?= { has_cultural_parameter = horse_breeder_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { movement_speed = 0.05 archer_cavalry_damage_mult = 0.05 light_cavalry_damage_mult = 0.05 nomadic_horde_damage_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } horse_breeder_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = horse_breeder_yurt_03 can_construct = { custom_tooltip = { text = horse_breeder_yurt_01_unlock culture ?= { has_cultural_parameter = horse_breeder_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { movement_speed = 0.05 archer_cavalry_damage_mult = 0.05 light_cavalry_damage_mult = 0.05 nomadic_horde_damage_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } horse_breeder_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = horse_breeder_yurt_04 can_construct = { custom_tooltip = { text = horse_breeder_yurt_01_unlock culture ?= { has_cultural_parameter = horse_breeder_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { movement_speed = 0.05 archer_cavalry_damage_mult = 0.05 light_cavalry_damage_mult = 0.05 nomadic_horde_damage_mult = 0.05 } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } horse_breeder_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = horse_breeder_yurt_05 can_construct = { custom_tooltip = { text = horse_breeder_yurt_01_unlock culture ?= { has_cultural_parameter = horse_breeder_internal_yurt_unlock } } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { archer_cavalry_toughness_mult = 0.2 light_cavalry_toughness_mult = 0.2 } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } # Paiza metal trade yurt paiza_metal_trade_yurt_01 = { construction_time = @yurt_internal_construction_time_tier_1 allowed_domicile_types = { yurt } slot_type = internal previous_building = yurt_main_01 cost = { herd = yurt_internal_building_herd_cost_tier_1 prestige = yurt_internal_building_prestige_cost_tier_1 gold = yurt_internal_building_gold_cost_tier_1 } can_construct = { custom_tooltip = { text = paiza_metal_trade_yurt_flag_desc has_character_flag = paiza_metal_trade_yurt_flag } } character_modifier = { archer_cavalry_damage_add = 2 light_cavalry_damage_add = 2 nomadic_horde_damage_add = 2 maa_damage_mult = 0.1 } parameters = { paiza_metal_iron_cavalry_unlock = yes } ai_value = { value = nomadic_capital_very_important_building } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } paiza_metal_trade_yurt_02 = { construction_time = @yurt_internal_construction_time_tier_2 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_metal_trade_yurt_01 can_construct = { custom_tooltip = { text = paiza_metal_trade_yurt_flag_desc has_character_flag = paiza_metal_trade_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_2 prestige = yurt_internal_building_prestige_cost_tier_2 gold = yurt_internal_building_gold_cost_tier_2 } character_modifier = { archer_cavalry_toughness_add = 2 light_cavalry_toughness_add = 2 nomadic_horde_toughness_add = 2 maa_toughness_mult = 0.1 } parameters = { paiza_metal_iron_cavalry_unlock = yes } ai_value = { value = nomadic_capital_interior_building_1 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_01.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } paiza_metal_trade_yurt_03 = { construction_time = @yurt_internal_construction_time_tier_3 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_metal_trade_yurt_02 can_construct = { custom_tooltip = { text = paiza_metal_trade_yurt_flag_desc has_character_flag = paiza_metal_trade_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_3 prestige = yurt_internal_building_prestige_cost_tier_3 gold = yurt_internal_building_gold_cost_tier_3 } character_modifier = { archer_cavalry_toughness_add = 2 light_cavalry_toughness_add = 2 nomadic_horde_toughness_add = 2 maa_toughness_mult = 0.1 } parameters = { paiza_metal_iron_cavalry_unlock = yes } ai_value = { value = nomadic_capital_interior_building_2 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } paiza_metal_trade_yurt_04 = { construction_time = @yurt_internal_construction_time_tier_4 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_metal_trade_yurt_03 can_construct = { custom_tooltip = { text = paiza_metal_trade_yurt_flag_desc has_character_flag = paiza_metal_trade_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_4 prestige = yurt_internal_building_prestige_cost_tier_4 gold = yurt_internal_building_gold_cost_tier_4 } character_modifier = { archer_cavalry_damage_add = 2 light_cavalry_damage_add = 2 nomadic_horde_damage_add = 2 maa_damage_mult = 0.1 } parameters = { paiza_metal_iron_cavalry_unlock = yes } ai_value = { value = nomadic_capital_interior_building_3 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_02.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } paiza_metal_trade_yurt_05 = { construction_time = @yurt_internal_construction_time_tier_5 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_metal_trade_yurt_04 can_construct = { custom_tooltip = { text = paiza_metal_trade_yurt_flag_desc has_character_flag = paiza_metal_trade_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_5 prestige = yurt_internal_building_prestige_cost_tier_5 gold = yurt_internal_building_gold_cost_tier_5 } character_modifier = { archer_cavalry_damage_add = 6 light_cavalry_damage_add = 6 nomadic_horde_damage_add = 2 maa_damage_mult = 0.2 } parameters = { paiza_metal_iron_cavalry_unlock = yes } ai_value = { value = nomadic_capital_interior_building_4 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } } paiza_metal_trade_yurt_06 = { construction_time = @yurt_internal_construction_time_tier_6 allowed_domicile_types = { yurt } slot_type = internal previous_building = paiza_metal_trade_yurt_05 can_construct = { custom_tooltip = { text = paiza_metal_trade_yurt_flag_desc has_character_flag = paiza_metal_trade_yurt_flag } } cost = { herd = yurt_internal_building_herd_cost_tier_6 prestige = yurt_internal_building_prestige_cost_tier_6 gold = yurt_internal_building_gold_cost_tier_6 } character_modifier = { archer_cavalry_toughness_add = 6 light_cavalry_toughness_add = 6 nomadic_horde_toughness_add = 2 maa_toughness_mult = 0.2 } parameters = { paiza_metal_iron_cavalry_unlock = yes } ai_value = { value = nomadic_capital_interior_building_5 } asset = { icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds" texture = "gfx/interface/window_domiciles/main_yurt_03.dds" intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png" soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt" } }