farmstead_main_01 = { slot_type = main construction_time = 1 allowed_domicile_types = { farmstead } cost = { gold = estate_external_building_high_cost_tier_2_value } character_modifier = { domicile_monthly_gold_add = 0.25 health = 0.5 domicile_external_slots_capacity_add = 2 monthly_barter_goods = 1 } ai_value = { value = 100 } parameters = { camp_unlocks_second_officer = yes camp_unlocks_huntperson_officer = yes camp_unlocks_chief_forager_officer = yes } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } } farmstead_main_02 = { slot_type = main construction_time = 730 allowed_domicile_types = { farmstead } previous_building = farmstead_main_01 can_construct = { culture ?= { has_innovation = innovation_city_planning } } cost = { gold = estate_external_building_high_cost_tier_3_value } parameters = { camp_unlocks_second_officer = yes reduce_success_of_raid_estate = yes estate_increase_house_member_investment_cap_1 = yes monthly_barter_goods = 1.2 } character_modifier = { domicile_monthly_gold_add = 0.25 domicile_external_slots_capacity_add = 1 men_at_arms_cap = 1 enemy_hostile_scheme_phase_duration_add = miniscule_scheme_phase_duration_malus_value character_travel_safety_mult = 0.02 } ai_value = { value = 100 } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } } farmstead_main_03 = { slot_type = main construction_time = 730 allowed_domicile_types = { farmstead } previous_building = farmstead_main_02 can_construct = { culture ?= { has_innovation = innovation_manorialism } } cost = { gold = estate_external_building_high_cost_tier_4_value } parameters = { camp_unlocks_second_officer = yes reduce_success_of_raid_estate = yes estate_increase_house_member_investment_cap_2 = yes } character_modifier = { domicile_monthly_gold_add = 0.5 domicile_monthly_gold_mult = 0.02 domicile_external_slots_capacity_add = 1 maa_toughness_mult = 0.05 enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value character_travel_safety_mult = 0.02 monthly_barter_goods = 1.4 } ai_value = { value = 100 } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } } farmstead_main_04 = { slot_type = main construction_time = 730 allowed_domicile_types = { farmstead } previous_building = farmstead_main_03 can_construct = { culture ?= { has_innovation = innovation_development_03 } } cost = { gold = estate_external_building_high_cost_tier_5_value } parameters = { camp_unlocks_second_officer = yes reduce_success_of_raid_estate = yes estate_increase_house_member_investment_cap_3 = yes } character_modifier = { domicile_monthly_gold_add = 0.5 domicile_monthly_gold_mult = 0.03 domicile_external_slots_capacity_add = 1 maa_toughness_mult = 0.05 men_at_arms_cap = 1 enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value character_travel_safety_mult = 0.02 monthly_barter_goods = 1.6 } ai_value = { value = 100 } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } } farmstead_main_05 = { slot_type = main construction_time = 730 allowed_domicile_types = { farmstead } previous_building = farmstead_main_04 can_construct = { culture ?= { has_innovation = innovation_cranes } } cost = { gold = estate_external_building_high_cost_tier_6_value } parameters = { camp_unlocks_second_officer = yes reduce_success_of_raid_estate = yes estate_increase_house_member_investment_cap_4 = yes } character_modifier = { domicile_monthly_gold_add = 0.75 domicile_monthly_gold_mult = 0.05 domicile_external_slots_capacity_add = 1 maa_toughness_mult = 0.1 men_at_arms_cap = 1 enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value character_travel_safety_mult = 0.04 monthly_barter_goods = 1.8 } ai_value = { value = 100 } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/farmstead_main.dds" texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } }