N3OW/common/domiciles/buildings/00_yurt_buildings.txt
2026-04-25 18:55:31 -04:00

15520 lines
414 KiB
Text

@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 = {
estate_increase_bodyguard_aptitude_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 = {
estate_increase_bodyguard_aptitude_2 = 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 = {
estate_increase_bodyguard_aptitude_3 = 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 = {
estate_increase_bodyguard_aptitude_4 = 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 = {
estate_increase_bodyguard_aptitude_5 = 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 = {
estate_increase_bodyguard_aptitude_6 = 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
nomad_yurt_unlock_master_the_art_of_command = 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
enemy_scheme_secrecy_add = -4
}
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
enemy_scheme_secrecy_add = -4
}
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
enemy_scheme_secrecy_add = -8
}
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
enemy_scheme_secrecy_add = -8
}
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
enemy_scheme_secrecy_add = -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
enemy_scheme_secrecy_add = -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 = {
domicile_increased_wet_nurse_aptitude_1 = yes
estate_increased_tutor_aptitude_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 = {
domicile_increased_wet_nurse_aptitude_2 = yes
estate_increased_tutor_aptitude_2 = 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 = {
domicile_increased_wet_nurse_aptitude_3 = yes
estate_increased_tutor_aptitude_3 = 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 = {
domicile_increased_wet_nurse_aptitude_4 = yes
estate_increased_tutor_aptitude_4 = 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 = {
domicile_increased_wet_nurse_aptitude_5 = yes
estate_increased_tutor_aptitude_5 = 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 = {
domicile_increased_wet_nurse_aptitude_6 = yes
estate_increased_tutor_aptitude_6 = 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 = {
estate_increase_physician_aptitude_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 = {
estate_increase_physician_aptitude_2 = 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 = {
estate_increase_physician_aptitude_3 = 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 = {
estate_increase_physician_aptitude_4 = 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 = {
estate_increase_physician_aptitude_5 = 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 = {
estate_increase_physician_aptitude_6 = 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
}
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
}
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
}
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"
}
}