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