### Brief: ( database key ) # Flavor text description of building defaults to # "_domicile_building_desc". # # All buildings automatically inherit the character modifiers of its # previous buildings of the same track # = { ### Brief: can_construct ( trigger ) # Is the scoped owner able to construct this building? # # Supported scopes: # root ( Character ) # can_construct = { } ### Brief: can_construct_potential ( trigger ) # Is the scoped owner able to consider constructing this building? # # Supported scopes: # root ( Character ) # can_construct_potential = { } ### Brief: on_start/on_cancelled/on_completed ( effect ) # Effects fired when construction begins, is cancelled or finishes. # # Available scopes: # root -- Domicile it is built in # scope:owner -- Owner of the Domicile # on_start/on_cancelled/on_complete = { } # How many days it takes to construct the building # Note: Affected by modifiers 'build_speed' and 'domicile_build_speed' construction_time = 720 ### Brief: parameters ( parameter list ) # Arbitrary parameters that can be checked with the trigger # 'has_domicile_parameter' # # Note: The above trigger just checks for existence, so it does not # matter if the value is set to 'yes' or 'no'. # # Parameters are not inherited from previous_building and has to be # repeated to not get lost on upgrading. # parameters = { some_parameter = yes } ### Brief: slot_type ( parameter list ) # This building may only be constructed in selected slot type # # Internal slots cannot be base buildings and requires a previous # building. They may only be constructed within a main or external # building. # # If slot type is 'main' and it doesn't have a previous building, # it will automatically be constructed on start # # Slot types are: 'main', 'external' or 'internal'. # Default type is 'external' # slot_type = external ### Brief: internal_slots ( int32 ) # Set the amount of unlocked internal building slots this building # has. # # Default is 0 # internal_slots = 0 ### Brief: allowed_domicile_types ( list of database key ) # List the domicile types which can build this building. # # UNSET WILL NOT SHOW UP! # allowed_domicile_types = { } ### Brief: previous_building ( database key ) # If the 'previous_building'-statement is missing, this building # will be treated as a base building meaning the first tier of a # potentional chain of building upgrades. # # To define an upgrade, type the key name of the building before # it, marking this building as it's upgrade. # # A building will get diverging upgrade paths if two upgrades has # the same 'previous_building'-key # previous_building = ### Brief: cost ( scripted cost ) # How much does this building cost? # # Ex: { gold = 500, prestige = 100 } # cost = { } ### Brief: refund ( optional scripted cost ) # How much do you get by refunding this building? # Note: If not entered, will use cost directly as fallback # # Ex: { gold = 500, prestige = 100 } # refund = { } ### Brief: character_modifier ( modifiers ) # Modifiers applied to the Domicile owner of this building. # Ex: { county_opinion_add = 2, stress_loss_mult = 0.15 } # # Note: Please do not use holdings monthly_income, etc..! # Instead use: domicile_monthly_gold_add or # domicile_monthly_gold_mult (same for: _prestige / _piety / # _influence ) # character_modifier = { } ### Brief: province_modifier ( modifiers ) # Modifiers applied to the Province this building is in. # Ex: { stationed_camel_cavalry_damage_mult = high_maa_damage_tier_6 } province_modifier = { } ### Brief: ai_value ( script value ) # How desirable is the building for the AI. Evaluated alongside # regular buildings. # # Available scopes: # root -- Domicile it is built in # scope:owner -- Owner of the Domicile # ai_value = { value = 100 } ### Brief: asset ( asset definition ) # Which asset does the building use # asset = { ### Brief: trigger ( trigger ) # Trigger for scoped domicile when to pick this asset over # another, remove it to always pick this asset # trigger = { ... } ### Brief: icon ( string path ) # Building icon used in UI # icon = "path/to/image.dds" ### Brief: texture ( string path ) # Path to texture shown in the domicile window # texture = "path/to/image.dds" ### Brief: intersectionmask_texture ( string path ) # Mask used with texture # intersectionmask_texture = "path/to/mask.png" ### Brief: soundeffect ( string soundbank reference ) # Associated sound effect. Supports soundparameters where they # will be automatically appended based on building's current # tier: soundparameter = { "Tier" = 1 } # soundeffect = "event:/DLC/EP2/SFX/UI/Grand_Activity/Tournaments/ep2_ui_grand_tournament_farrier" } }