################################### # N3OW Standard Economy Buildings # ################################### ### tell mines tell_mines_01 = { construction_time = quick_construction_time can_construct_potential = { building_tell_mines_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_1_cost province_modifier = { monthly_income = normal_building_tax_tier_1 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.01 pikemen_maintenance_mult = -0.01 heavy_cavalry_maintenance_mult = -0.01 men_at_arms_recruitment_cost = -0.01 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.01 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_1 } next_building = tell_mines_02 type_icon = "icon_building_tell_mines.dds" ai_value = { base = 12 # A little bit higher than normal, they're very handy for further development ai_tier_1_building_modifier = yes ai_tier_1_economical_building_preference_modifier = yes ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_quarries_improvement_from_culture_modifier = yes modifier = { factor = 0 scope:holder = { government_has_flag = government_is_republic } NOT = { has_building_or_higher = guild_halls_01 } } } } tell_mines_02 = { construction_time = quick_construction_time can_construct_potential = { building_tell_mines_requirement_terrain = yes building_requirement_castle_city_church = { LEVEL = 01 } scope:holder.culture = { has_innovation = innovation_crop_rotation } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_2_cost province_modifier = { monthly_income = normal_building_tax_tier_2 } county_modifier = { development_growth_factor = 0.025 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.02 pikemen_maintenance_mult = -0.02 heavy_cavalry_maintenance_mult = -0.02 men_at_arms_recruitment_cost = -0.02 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.02 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_2 } next_building = tell_mines_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } tell_mines_03 = { construction_time = quick_construction_time can_construct_potential = { building_tell_mines_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_3_cost province_modifier = { monthly_income = normal_building_tax_tier_3 } county_modifier = { development_growth_factor = 0.05 } character_modifier = { cultural_head_fascination_mult = 0.005 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.03 pikemen_maintenance_mult = -0.03 heavy_cavalry_maintenance_mult = -0.03 men_at_arms_recruitment_cost = -0.03 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.03 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_3 } next_building = tell_mines_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } tell_mines_04 = { construction_time = quick_construction_time can_construct_potential = { building_tell_mines_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder.culture = { has_innovation = innovation_manorialism } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_4_cost province_modifier = { monthly_income = normal_building_tax_tier_4 } county_modifier = { development_growth_factor = 0.1 } character_modifier = { cultural_head_fascination_mult = 0.01 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.04 pikemen_maintenance_mult = -0.04 heavy_cavalry_maintenance_mult = -0.04 men_at_arms_recruitment_cost = -0.04 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.04 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_4 } next_building = tell_mines_05 ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } tell_mines_05 = { construction_time = quick_construction_time can_construct_potential = { building_tell_mines_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_5_cost province_modifier = { monthly_income = normal_building_tax_tier_5 } county_modifier = { development_growth_factor = 0.15 } character_modifier = { cultural_head_fascination_mult = 0.02 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.05 pikemen_maintenance_mult = -0.05 heavy_cavalry_maintenance_mult = -0.05 men_at_arms_recruitment_cost = -0.05 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.05 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_5 } next_building = tell_mines_06 ai_value = { base = 6 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } tell_mines_06 = { construction_time = quick_construction_time can_construct_potential = { building_tell_mines_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_guilds } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_6_cost province_modifier = { monthly_income = normal_building_tax_tier_6 } county_modifier = { development_growth_factor = 0.2 } character_modifier = { cultural_head_fascination_mult = 0.03 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.06 pikemen_maintenance_mult = -0.06 heavy_cavalry_maintenance_mult = -0.06 men_at_arms_recruitment_cost = -0.06 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.06 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_6 } next_building = tell_mines_07 ai_value = { base = 5 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } tell_mines_07 = { construction_time = quick_construction_time can_construct_potential = { building_tell_mines_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_7_cost province_modifier = { monthly_income = normal_building_tax_tier_7 } county_modifier = { development_growth_factor = 0.3 } character_modifier = { cultural_head_fascination_mult = 0.04 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.07 pikemen_maintenance_mult = -0.07 heavy_cavalry_maintenance_mult = -0.07 men_at_arms_recruitment_cost = -0.07 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.07 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_7 } next_building = tell_mines_08 ai_value = { base = 4 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } } tell_mines_08 = { construction_time = quick_construction_time can_construct_potential = { building_tell_mines_requirement_terrain = yes } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder.culture = { has_innovation = innovation_cranes } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = cheap_building_tier_8_cost province_modifier = { monthly_income = normal_building_tax_tier_8 } county_modifier = { development_growth_factor = 0.4 } character_modifier = { cultural_head_fascination_mult = 0.05 } character_culture_modifier = { parameter = quarries_building_bonuses heavy_infantry_maintenance_mult = -0.08 pikemen_maintenance_mult = -0.08 heavy_cavalry_maintenance_mult = -0.08 men_at_arms_recruitment_cost = -0.08 } county_culture_modifier = { parameter = quarries_building_bonuses levy_size = 0.08 } province_culture_modifier = { parameter = ancient_miners_quarries_building_bonuses monthly_income = poor_building_tax_tier_8 } ai_value = { base = 3 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes } }