N3OW/common/buildings/00_legendary_buildings.txt
2024-11-17 22:06:16 +00:00

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Text

###########
## Special buildings rewarded from legends
###########
legendary_shrine = {
asset = {
type = pdxmesh
name = "fp4_legendary_steppe_shrine_01_a_mesh"
}
asset = {
type = pdxmesh
name = "fp4_legendary_building_christian_shrine_01_mesh"
graphical_faiths = { "catholic_gfx" }
}
asset = {
type = pdxmesh
name = "fp4_legendary_islamic_shrine_01_a_mesh"
graphical_faiths = { "islamic_gfx" "judaism_gfx" }
}
asset = {
type = pdxmesh
name = "fp4_legendary_building_norse_shrine_01_a_mesh"
graphical_cultures = { norse_building_gfx }
graphical_faiths = { pagan_gfx }
}
asset = {
type = pdxmesh
name = "fp4_legendary_dharmic_shrine_01_a_mesh"
graphical_faiths = { dharmic_gfx }
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_shrine.dds"
is_enabled = {
always = yes
}
cost = {
gold = 1000
piety = 1000
}
character_modifier = {
monthly_piety = 0.15
zealot_opinion = 5
zealot_tax_contribution_mult = 0.05
same_faith_opinion = 5
zealot_tax_contribution_mult = 0.1
life_expectancy = 5
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.1
}
province_modifier = {
monthly_income = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = pilgrim
}
add_trait_xp = {
trait = pilgrim
value = 30
}
}
else = {
add_trait = pilgrim
add_trait_xp = {
trait = pilgrim
value = 30
}
}
}
}
type = special
flag = travel_point_of_interest_religious
}
legendary_palace = {
asset = {
type = pdxmesh
name = "fp4_legendary_western_palace_01_a_mesh"
}
asset = {
type = pdxmesh
name = "fp4_legendary_islamic_palace_01_a_mesh"
graphical_faiths = { "islamic_gfx" }
}
asset = {
type = pdxmesh
name = "fp4_legendary_india_palace_01_a_mesh"
graphical_regions = { "graphical_india" }
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_palace.dds"
is_enabled = {
always = yes
}
cost = {
gold = 1500
}
character_modifier = {
courtly_opinion = 5
courtly_tax_contribution_mult = 0.05
legitimacy_gain_mult = 0.05
owned_hostile_scheme_success_chance_add = 5
owned_personal_scheme_success_chance_add = 5
owned_hostile_scheme_success_chance_max_add = 5
monthly_lifestyle_xp_gain_mult = 0.1
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = lifestyle_reveler
}
add_trait_xp = {
trait = lifestyle_reveler
value = 30
}
}
else = {
add_trait = lifestyle_reveler
add_trait_xp = {
trait = lifestyle_reveler
value = 30
}
}
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
legendary_statue = {
asset = {
type = pdxmesh
name = "fp4_legendary_western_hero_01_mesh"
}
asset = {
type = pdxmesh
name = "fp4_legendary_heroes_pillar_india_01_a_mesh"
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "fp4_legendary_mediterranean_monument_01_a_mesh"
graphical_regions = { "graphical_mediterranean" }
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_statue.dds"
is_enabled = {
always = yes
}
cost = {
gold = 1000
prestige = 1000
}
character_modifier = {
glory_hound_opinion = 5
glory_hound_tax_contribution_mult = 0.05
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_mult = 0.2
}
county_modifier = {
county_opinion_add = 5
}
province_modifier = {
stationed_maa_damage_add = 20
stationed_maa_damage_mult = 0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = august
}
add_prestige = 400
}
else = {
add_trait = august
}
}
}
type = special
flag = travel_point_of_interest_martial
}
legendary_watchtower = {
asset = {
type = pdxmesh
name = "fp4_legendary_western_watchtower_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_watchtower.dds"
can_construct = {
scope:holder = {
dynasty = {
has_dynasty_perk = ce1_heroic_legacy_5
}
}
}
is_enabled = {
always = yes
}
cost = {
gold = 1000
prestige = 1000
}
character_modifier = {
glory_hound_opinion = 5
men_at_arms_limit = 1
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.1
supply_limit = 2000
hostile_raid_time = 0.35
}
province_modifier = {
stationed_maa_toughness_add = 10
stationed_maa_toughness_mult = 0.2
stationed_maa_damage_add = 10
stationed_maa_damage_mult = 0.2
fort_level = 4
garrison_size = 2
travel_danger = -25
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = lifestyle_blademaster
}
add_trait_xp = {
trait = lifestyle_blademaster
value = 30
}
}
else = {
add_trait = lifestyle_blademaster
add_trait_xp = {
trait = lifestyle_blademaster
value = 30
}
}
}
}
type = special
flag = travel_point_of_interest_martial
}
legendary_hunting_lodge = {
asset = {
type = pdxmesh
name = "fp4_legendary_desert_hunting_lodge_01_a_mesh"
}
asset = {
type = pdxmesh
name = "fp4_legendary_hunting_lodge_01_a_mesh"
graphical_regions = { graphical_western graphical_mediterranean }
}
asset = {
type = pdxmesh
name = "fp4_legendary_building_norse_meadhall_01_a_mesh"
graphical_cultures = { norse_building_gfx }
graphical_regions = { graphical_western }
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_hunting_grounds.dds"
is_enabled = {
always = yes
}
cost = {
gold = 1000
prestige = 1000
}
effect_desc = ep2_activities_legacy_4_hunts_up_legendary_hunt_sightings_effect
character_modifier = {
lifestyle_hunter_xp_gain_mult = 0.2
parochial_opinion = 5
parochial_tax_contribution_mult = 0.1
monthly_prestige_gain_mult = 0.05
stress_gain_mult = -0.15
stress_loss_mult = 0.15
court_grandeur_baseline_add = 4
}
county_modifier = {
tax_mult = 0.1
}
province_modifier = {
travel_danger = -5
stationed_maa_toughness_add = 20
stationed_maa_toughness_mult = 0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = lifestyle_hunter
}
add_trait_xp = {
trait = lifestyle_hunter
track = hunter
value = 30
}
}
else = {
add_trait = lifestyle_hunter
add_trait_xp = {
trait = lifestyle_hunter
track = hunter
value = 30
}
}
}
}
type = special
flag = travel_point_of_interest_martial
}