@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds" @holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds" @holding_illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_temple_pagan_se_asia.dds" # Tribal Hold tribe_01 = { construction_time = slow_construction_time #Meshes (Indented for readability) ### GENERIC ### asset = { type = pdxmesh names = { building_western_tribal_01_a_mesh } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_mena_tribal_01_a_mesh" } graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx mena_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_steppe_tribal_01_a_mesh" } graphical_cultures = { steppe_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_india_tribal_01_a_mesh" } graphical_cultures = { indian_building_gfx tibetan_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_african_tribal_01_a_mesh" } graphical_cultures = { african_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "fp1_building_norse_tribal_mesh" } requires_dlc_flag = the_northern_lords graphical_cultures = { norse_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } # TGP Southeast Asia asset = { type = pdxmesh names = { "tgp_building_se_asia_tribal_01_mesh" } graphical_cultures = { southeast_asian_building_gfx } illustration = @holding_illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } is_enabled = { building_requirement_tribal = yes } can_construct_potential = { always = no #Tribes are set at game start. } cost_prestige = expensive_building_tier_3_cost cost_gold = expensive_building_tier_1_cost next_building = tribe_02 levy = normal_building_levy_tier_3 max_garrison = good_building_max_garrison_tier_1 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 province_modifier = { fort_level = 1 stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } province_government_modifier = { parameter = government_is_tribal_excluding_wanua monthly_income = poor_building_tax_tier_1 } province_government_modifier = { parameter = government_is_wanua monthly_income = poor_building_tax_halved_tier_1 monthly_barter_goods = 1 building_slot_add = 2 } province_terrain_modifier = { parameter = tribal_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 2 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 2 } province_culture_modifier = { parameter = tribal_holding_stationed_bonus stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } province_terrain_modifier = { parameter = coastal_tribe_bonuses is_coastal = yes stationed_maa_damage_mult = normal_maa_damage_tier_1 } character_modifier = { county_fertility_growth_mult = 0.35 men_at_arms_cap = 1 } next_building = tribe_02 type_icon = "icon_building_longhouses.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes } } tribe_02 = { construction_time = slow_construction_time #Meshes (Indented for readability) ### GENERIC ### asset = { type = pdxmesh names = { building_western_tribal_01_a_mesh } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_mena_tribal_01_a_mesh" } graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx mena_building_gfx mena_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_steppe_tribal_01_a_mesh" } graphical_cultures = { steppe_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_india_tribal_01_a_mesh" } graphical_cultures = { indian_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "building_african_tribal_01_a_mesh" } graphical_cultures = { african_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } asset = { type = pdxmesh names = { "fp1_building_norse_tribal_mesh" } requires_dlc_flag = the_northern_lords graphical_cultures = { norse_building_gfx } illustration = @holding_illustration_grass soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } # TGP Southeast Asia asset = { type = pdxmesh names = { "tgp_building_se_asia_tribal_01_mesh" } graphical_cultures = { southeast_asian_building_gfx } illustration = @holding_illustration_seasia soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } } is_enabled = { building_requirement_tribal = yes } can_construct_potential = { } can_construct_showing_failures_only = { OR = { scope:holder = { culture = { has_innovation = innovation_plenary_assemblies } } mpo_permafrost_building_trigger = yes } } cost_prestige = expensive_building_tier_3_cost cost_gold = expensive_building_tier_1_cost levy = normal_building_levy_tier_5 max_garrison = good_building_max_garrison_tier_2 garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 province_modifier = { fort_level = 2 stationed_maa_damage_mult = normal_maa_damage_tier_4 stationed_maa_toughness_mult = normal_maa_toughness_tier_4 } province_government_modifier = { parameter = government_is_tribal_excluding_wanua monthly_income = poor_building_tax_tier_3 } province_government_modifier = { parameter = government_is_wanua monthly_income = poor_building_tax_halved_tier_3 monthly_barter_goods = 2 building_slot_add = 2 } province_terrain_modifier = { parameter = tribal_holding_fort_level_in_jungle_bonus terrain = jungle additional_fort_level = 4 } province_terrain_modifier = { parameter = coastal_holdings_give_defensive_bonus is_coastal = yes defender_holding_advantage = 3 } province_culture_modifier = { parameter = tribal_holding_stationed_bonus stationed_maa_damage_mult = normal_maa_damage_tier_2 stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } province_terrain_modifier = { parameter = coastal_tribe_bonuses is_coastal = yes stationed_maa_damage_mult = normal_maa_damage_tier_2 } character_modifier = { county_fertility_growth_mult = 0.35 men_at_arms_cap = 2 } ai_value = { base = 1 } } longhouses_01 = { construction_time = slow_construction_time effect_desc = longhouses_effect_desc is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder = { NOT = { government_has_flag = government_is_wanua } } } cost_prestige = expensive_building_tier_1_cost cost_gold = tribal_building_tier_1_cost levy = normal_building_levy_tier_1 character_modifier = { monthly_prestige = 0.25 } county_modifier = { monthly_county_control_growth_add = 0.2 } next_building = longhouses_02 type_icon = "icon_building_longhouses.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_military_modifier = yes } } longhouses_02 = { construction_time = slow_construction_time effect_desc = longhouses_effect_desc is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder = { NOT = { government_has_flag = government_is_wanua } } } can_construct_showing_failures_only = { OR = { mpo_permafrost_building_trigger = yes scope:holder = { culture = { has_innovation = innovation_barracks } } } } cost_prestige = expensive_building_tier_2_cost cost_gold = tribal_building_tier_2_cost levy = normal_building_levy_tier_2 character_modifier = { monthly_prestige = 0.5 } county_modifier = { monthly_county_control_growth_add = 0.4 } ai_value = { base = 1 directive_to_build_military_modifier = yes } } # War Camps war_camps_01 = { construction_time = slow_construction_time effect_desc = tournament_cost_effect_desc is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder = { NOT = { government_has_flag = government_is_wanua } } } cost_prestige = expensive_building_tier_1_cost cost_gold = tribal_building_tier_1_cost levy = excellent_building_levy_tier_1 character_modifier = { knight_limit = 1 knight_effectiveness_mult = 0.1 } province_modifier = { stationed_skirmishers_damage_mult = high_maa_damage_tier_1 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1 stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1 stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1 stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1 } province_terrain_modifier = { parameter = coastal_tribe_bonuses is_coastal = yes stationed_maa_toughness_mult = normal_maa_toughness_tier_1 } next_building = war_camps_02 type_icon = "icon_building_warcamps.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_military_modifier = yes } } war_camps_02 = { construction_time = slow_construction_time effect_desc = tournament_cost_effect_desc is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder = { NOT = { government_has_flag = government_is_wanua } } } can_construct_showing_failures_only = { OR = { mpo_permafrost_building_trigger = yes scope:holder = { culture = { has_innovation = innovation_barracks } } } } cost_prestige = expensive_building_tier_2_cost cost_gold = tribal_building_tier_2_cost levy = excellent_building_levy_tier_2 character_modifier = { knight_limit = 2 knight_effectiveness_mult = 0.2 } province_modifier = { stationed_skirmishers_damage_mult = high_maa_damage_tier_2 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2 stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2 stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2 stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2 } province_terrain_modifier = { parameter = coastal_tribe_bonuses is_coastal = yes stationed_maa_toughness_mult = normal_maa_toughness_tier_2 } character_culture_modifier = { parameter = strength_in_numbers_maa_limit_bonus men_at_arms_limit = 1 } ai_value = { base = 1 directive_to_build_military_modifier = yes } } # Palisades palisades_01 = { construction_time = standard_construction_time is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder = { NOT = { government_has_flag = government_is_wanua } } } cost_prestige = expensive_building_tier_1_cost cost_gold = tribal_building_tier_1_cost levy = normal_building_levy_tier_1 max_garrison = normal_building_max_garrison_tier_1 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_1 fort_level = normal_building_fort_level_tier_1 } province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_1 stationed_archers_toughness_mult = normal_maa_toughness_tier_1 stationed_pikemen_damage_mult = high_maa_damage_tier_1 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 } next_building = palisades_02 type_icon = "icon_building_palisades.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_military_modifier = yes } } palisades_02 = { construction_time = standard_construction_time is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder = { NOT = { government_has_flag = government_is_wanua } } } can_construct_showing_failures_only = { OR = { mpo_permafrost_building_trigger = yes scope:holder = { culture = { has_innovation = innovation_barracks } } } } cost_prestige = expensive_building_tier_2_cost cost_gold = tribal_building_tier_2_cost levy = normal_building_levy_tier_2 max_garrison = normal_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_2 fort_level = normal_building_fort_level_tier_2 } province_modifier = { stationed_archers_damage_mult = high_maa_damage_tier_2 stationed_archers_toughness_mult = normal_maa_toughness_tier_2 stationed_pikemen_damage_mult = high_maa_damage_tier_2 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 } ai_value = { base = 1 directive_to_build_military_modifier = yes } } # Market Villages market_villages_01 = { construction_time = quick_construction_time is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder = { NOT = { government_has_flag = government_is_wanua } } } cost_prestige = expensive_building_tier_1_cost cost_gold = tribal_building_tier_1_cost province_modifier = { monthly_income = poor_building_tax_tier_2 supply_limit = 500 } province_terrain_modifier = { parameter = coastal_tribe_bonuses is_coastal = yes levy_size = 0.02 } next_building = market_villages_02 type_icon = "icon_building_market_villages.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_economy_modifier = yes } } market_villages_02 = { construction_time = quick_construction_time is_enabled = { building_requirement_tribal = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder = { NOT = { government_has_flag = government_is_wanua } } } can_construct_showing_failures_only = { OR = { mpo_permafrost_building_trigger = yes scope:holder = { culture = { has_innovation = innovation_barracks } } } } province_terrain_modifier = { parameter = coastal_tribe_bonuses is_coastal = yes levy_size = 0.03 } cost_prestige = expensive_building_tier_2_cost cost_gold = tribal_building_tier_2_cost province_modifier = { monthly_income = poor_building_tax_tier_4 supply_limit = 1000 } ai_value = { base = 1 directive_to_build_economy_modifier = yes } } # Wanua buildings # Idjang Forts idjang_forts_01 = { construction_time = standard_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_1_cost levy = normal_building_levy_tier_1 max_garrison = normal_building_max_garrison_tier_1 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_1 fort_level = normal_building_fort_level_tier_1 } province_modifier = { monthly_barter_goods = 0.15 monthly_barter_goods_mult = 0.1 hostile_raid_time = 0.25 stationed_archers_toughness_mult = normal_maa_toughness_tier_1 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 } next_building = idjang_forts_02 type_icon = "icon_structure_idjang_forts.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_fortify_modifier = yes } } idjang_forts_02 = { construction_time = standard_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_2_cost levy = normal_building_levy_tier_2 max_garrison = normal_building_max_garrison_tier_2 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_2 fort_level = normal_building_fort_level_tier_2 } province_modifier = { monthly_barter_goods = 0.3 monthly_barter_goods_mult = 0.2 hostile_raid_time = 0.5 stationed_archers_toughness_mult = normal_maa_toughness_tier_2 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 } next_building = idjang_forts_03 ai_value = { base = 1 directive_to_fortify_modifier = yes } } idjang_forts_03 = { construction_time = standard_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_3_cost levy = normal_building_levy_tier_3 max_garrison = normal_building_max_garrison_tier_3 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = normal_building_fort_level_tier_3 } province_modifier = { monthly_barter_goods = 0.4 monthly_barter_goods_mult = 0.3 hostile_raid_time = 0.75 stationed_archers_toughness_mult = normal_maa_toughness_tier_3 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3 } character_government_modifier = { parameter = government_is_wanua domain_limit_max = 1 } next_building = idjang_forts_04 ai_value = { base = 1 directive_to_fortify_modifier = yes } } idjang_forts_04 = { construction_time = standard_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_4_cost levy = normal_building_levy_tier_4 max_garrison = normal_building_max_garrison_tier_4 province_modifier = { defender_holding_advantage = normal_building_advantage_tier_4 fort_level = normal_building_fort_level_tier_4 } province_modifier = { monthly_barter_goods = 0.5 monthly_barter_goods_mult = 0.4 hostile_raid_time = 1 stationed_archers_toughness_mult = normal_maa_toughness_tier_4 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_4 } character_government_modifier = { parameter = government_is_wanua domain_limit_max = 1 } ai_value = { base = 1 directive_to_fortify_modifier = yes } } # Wantilan wantilan_01 = { construction_time = slow_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_1_cost levy = small_building_levy_tier_1 character_modifier = { monthly_prestige = 0.1 knight_effectiveness_mult = 0.05 monthly_barter_goods_mult = 0.02 } county_modifier = { monthly_county_control_growth_add = 0.1 county_opinion_add = 3 } province_modifier = { monthly_barter_goods = 0.15 stationed_archers_damage_mult = normal_maa_damage_tier_1 stationed_archers_toughness_mult = normal_maa_toughness_tier_1 } next_building = wantilan_02 type_icon = "icon_structure_wantilan.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_military_modifier = yes } } wantilan_02 = { construction_time = slow_construction_time effect_desc = longhouses_effect_desc is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_2_cost levy = small_building_levy_tier_2 character_modifier = { monthly_prestige = 0.2 knight_effectiveness_mult = 0.1 monthly_barter_goods_mult = 0.04 } county_modifier = { monthly_county_control_growth_add = 0.2 county_opinion_add = 6 } province_modifier = { monthly_barter_goods = 0.3 stationed_archers_damage_mult = normal_maa_damage_tier_2 stationed_archers_toughness_mult = normal_maa_toughness_tier_2 } next_building = wantilan_03 ai_value = { base = 1 directive_to_build_military_modifier = yes } } wantilan_03 = { construction_time = slow_construction_time effect_desc = longhouses_effect_desc is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_3_cost levy = small_building_levy_tier_3 character_modifier = { monthly_prestige = 0.3 knight_effectiveness_mult = 0.15 monthly_barter_goods_mult = 0.06 } character_government_modifier = { parameter = government_is_wanua domain_limit_max = 1 } county_modifier = { monthly_county_control_growth_add = 0.3 county_opinion_add = 9 } province_modifier = { monthly_barter_goods = 0.4 stationed_archers_damage_mult = normal_maa_damage_tier_3 stationed_archers_toughness_mult = normal_maa_toughness_tier_3 } next_building = wantilan_04 ai_value = { base = 1 directive_to_build_military_modifier = yes } } wantilan_04 = { construction_time = slow_construction_time effect_desc = longhouses_effect_desc is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_4_cost levy = small_building_levy_tier_4 character_modifier = { monthly_prestige = 0.4 knight_effectiveness_mult = 0.2 monthly_barter_goods_mult = 0.08 } character_government_modifier = { parameter = government_is_wanua domain_limit_max = 1 } county_modifier = { monthly_county_control_growth_add = 0.4 county_opinion_add = 12 } province_modifier = { monthly_barter_goods = 0.5 stationed_archers_damage_mult = normal_maa_damage_tier_4 stationed_archers_toughness_mult = normal_maa_toughness_tier_4 } ai_value = { base = 1 directive_to_build_military_modifier = yes } } # Kora-Kora Yards kora_kora_yards_01 = { construction_time = slow_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { OR = { is_coastal = yes is_riverside_province = yes } has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_1_cost levy = good_building_levy_tier_1 character_modifier = { naval_movement_speed_mult = 0.1 monthly_barter_goods_mult = 0.01 raid_speed = 0.1 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 1 } province_modifier = { monthly_barter_goods = 0.25 defender_holding_advantage = poor_building_advantage_tier_1 stationed_skirmishers_damage_mult = high_maa_damage_tier_1 stationed_skirmishers_toughness_mult = high_maa_toughness_tier_1 stationed_archers_damage_mult = low_maa_damage_tier_1 stationed_archers_toughness_mult = low_maa_toughness_tier_1 } next_building = kora_kora_yards_02 type_icon = "icon_structure_kora_kora_yard.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_military_modifier = yes } } kora_kora_yards_02 = { construction_time = slow_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_2_cost levy = good_building_levy_tier_2 character_modifier = { naval_movement_speed_mult = 0.2 monthly_barter_goods_mult = 0.02 raid_speed = 0.2 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 1 } province_modifier = { monthly_barter_goods = 0.5 defender_holding_advantage = poor_building_advantage_tier_2 stationed_skirmishers_damage_mult = high_maa_damage_tier_2 stationed_skirmishers_toughness_mult = high_maa_toughness_tier_2 stationed_archers_damage_mult = low_maa_damage_tier_2 stationed_archers_toughness_mult = low_maa_toughness_tier_2 } next_building = kora_kora_yards_03 ai_value = { base = 1 directive_to_build_military_modifier = yes } } kora_kora_yards_03 = { construction_time = slow_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_3_cost levy = good_building_levy_tier_3 character_modifier = { naval_movement_speed_mult = 0.3 monthly_barter_goods_mult = 0.03 raid_speed = 0.3 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 2 } province_modifier = { monthly_barter_goods = 0.7 defender_holding_advantage = poor_building_advantage_tier_3 stationed_skirmishers_damage_mult = high_maa_damage_tier_3 stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3 stationed_archers_damage_mult = low_maa_damage_tier_3 stationed_archers_toughness_mult = low_maa_toughness_tier_3 } next_building = kora_kora_yards_04 ai_value = { base = 1 directive_to_build_military_modifier = yes } } kora_kora_yards_04 = { construction_time = slow_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_4_cost levy = good_building_levy_tier_4 character_modifier = { naval_movement_speed_mult = 0.4 monthly_barter_goods_mult = 0.04 raid_speed = 0.4 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 2 } province_modifier = { monthly_barter_goods = 0.9 defender_holding_advantage = poor_building_advantage_tier_4 stationed_skirmishers_damage_mult = high_maa_damage_tier_4 stationed_skirmishers_toughness_mult = high_maa_toughness_tier_4 stationed_archers_damage_mult = low_maa_damage_tier_4 stationed_archers_toughness_mult = low_maa_toughness_tier_4 } ai_value = { base = 1 directive_to_build_military_modifier = yes } } # Water Temples water_temples_01 = { construction_time = slow_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_1_cost levy = poor_building_levy_tier_1 character_modifier = { monthly_piety = 0.15 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 1 } county_modifier = { supply_limit_mult = 0.2 } province_modifier = { monthly_barter_goods = 0.2 monthly_income = 0.1 stationed_pikemen_damage_mult = normal_maa_damage_tier_1 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 stationed_skirmishers_damage_mult = normal_maa_damage_tier_1 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 } next_building = water_temples_02 type_icon = "icon_structure_water_temples.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_economy_modifier = yes } } water_temples_02 = { construction_time = slow_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_2_cost levy = poor_building_levy_tier_2 character_modifier = { monthly_piety = 0.3 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 1 } county_modifier = { supply_limit_mult = 0.4 } province_modifier = { monthly_barter_goods = 0.4 monthly_income = 0.2 stationed_pikemen_damage_mult = normal_maa_damage_tier_2 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 stationed_skirmishers_damage_mult = normal_maa_damage_tier_2 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 } next_building = water_temples_03 ai_value = { base = 1 directive_to_build_economy_modifier = yes } } water_temples_03 = { construction_time = slow_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_3_cost levy = poor_building_levy_tier_3 character_modifier = { monthly_piety = 0.45 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 2 } county_modifier = { supply_limit_mult = 0.6 } province_modifier = { monthly_barter_goods = 0.55 monthly_income = 0.3 stationed_pikemen_damage_mult = normal_maa_damage_tier_3 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3 stationed_skirmishers_damage_mult = normal_maa_damage_tier_3 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3 } next_building = water_temples_04 ai_value = { base = 1 directive_to_build_economy_modifier = yes } } water_temples_04 = { construction_time = slow_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_4_cost levy = poor_building_levy_tier_4 character_modifier = { monthly_piety = 0.6 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 2 } county_modifier = { supply_limit_mult = 0.8 } province_modifier = { monthly_barter_goods = 0.7 monthly_income = 0.4 stationed_pikemen_damage_mult = normal_maa_damage_tier_4 stationed_pikemen_toughness_mult = normal_maa_toughness_tier_4 stationed_skirmishers_damage_mult = normal_maa_damage_tier_4 stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4 } ai_value = { base = 1 directive_to_build_economy_modifier = yes } } # Stilted Granaries stilted_granaries_01 = { construction_time = quick_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_1_cost character_modifier = { supply_capacity_mult = 0.1 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 1 } county_modifier = { epidemic_resistance = 5 } province_modifier = { monthly_barter_goods = 0.25 monthly_income = 0.1 supply_limit = 250 levy_size = 0.1 stationed_skirmishers_damage_mult = low_maa_damage_tier_1 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1 } next_building = stilted_granaries_02 type_icon = "icon_structure_stilted_granaries.dds" ai_value = { base = 1 ai_tier_1_building_modifier = yes directive_to_build_economy_modifier = yes } } stilted_granaries_02 = { construction_time = quick_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_2_cost character_modifier = { supply_capacity_mult = 0.2 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 1 } county_modifier = { epidemic_resistance = 10 } province_modifier = { monthly_barter_goods = 0.5 monthly_income = 0.2 supply_limit = 500 levy_size = 0.2 stationed_skirmishers_damage_mult = low_maa_damage_tier_2 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2 } next_building = stilted_granaries_03 ai_value = { base = 1 directive_to_build_economy_modifier = yes } } stilted_granaries_03 = { construction_time = quick_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_2_cost character_modifier = { supply_capacity_mult = 0.3 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 2 } county_modifier = { epidemic_resistance = 15 } province_modifier = { monthly_barter_goods = 0.7 monthly_income = 0.3 supply_limit = 750 levy_size = 0.3 stationed_skirmishers_damage_mult = low_maa_damage_tier_3 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3 } next_building = stilted_granaries_04 ai_value = { base = 1 directive_to_build_economy_modifier = yes } } stilted_granaries_04 = { construction_time = quick_construction_time is_enabled = { building_requirement_wanua = yes } can_construct_potential = { has_building_or_higher = tribe_01 scope:holder ?= { government_has_flag = government_is_wanua } } cost_gold = tribal_building_tier_4_cost character_modifier = { supply_capacity_mult = 0.4 } character_government_modifier = { parameter = government_is_wanua vassal_limit_max = 2 } county_modifier = { epidemic_resistance = 20 } province_modifier = { monthly_barter_goods = 0.9 monthly_income = 0.4 supply_limit = 1000 levy_size = 0.4 stationed_skirmishers_damage_mult = low_maa_damage_tier_4 stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4 } ai_value = { base = 1 directive_to_build_economy_modifier = yes } }