180 lines
6.8 KiB
Text
180 lines
6.8 KiB
Text
You can define
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== Structure ==
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name_of_the_building = {
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# How many levies does the building give
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levy = 200
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# How much garrison does the building give
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max_garrison = 100
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# How much garrison regains a percentage of its maximal garrison equal to the garrison reinforcement rate
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garrison_reinforcement_factor = 0.01
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# How long does it take to construct the building
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construction_time = 720
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type = regular/special/duchy_capital # Specifies whether this is a regular building, a special building, or a duchy capital building. Regular by default
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# Which asset does the building use
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asset = {
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# 'pdxmesh' or 'entity', specifies wheter to use a mesh or an entity. Meshes are more performant and should be preferred.
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type = pdxmesh
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# The name of the mesh or the entity
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name = "western_castle_01_level_03_mesh"
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# To randomize between multiple meshes/entities. Note that they must all be entities, or all be meshes:
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names = { "western_castle_01_level_03a_mesh" "western_castle_01_level_03b_mesh" "western_castle_01_level_03c_mesh" }
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# Path to illustration shown in the county view, texture can be accessed in GUI: "[Holding.GetIllustration]"
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illustration = "path/to/image.dds"
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# Associated sound effect and an optional parameter, can also be just soundeffect = "event:..." if no parameter is needed
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Generic/sfx_amb_3d_holdings_generic_castle" soundparameter = { "Tier" = 2.0 } }
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# Graphical cultures that prefer this asset to be shown
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graphical_cultures = { arabicgfx muslimgfx }
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# Graphical faiths that prefer this asset to be shown (priority is faith > religion > family, so Catholic graphical_faith overrides Abrahamic graphical_faith)
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graphical_faiths = { catholic_gfx orthodox_gfx }
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# Graphical regions in which this asset is preferred, this is the most important criterion when selecting the asset, with the exception of government and province
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graphical_regions = { western mena }
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# Province IDs in which this asset is preferred. Has a higher priority than graphical region.
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provinces = { 496 1000 }
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# Governments that prefer this asset to be shown
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governments = { tribal_government }
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}
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# Is the building enabled? Else won't give any effects to holder, and not be constructible (see can_construct* below).
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# If is_graphical_background = yes, this controls whether the building can be shown in the province.
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# scopes: root is the province; scope:holder is the holder of the province; county is the county title the province belongs to
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is_enabled = {}
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# Can the building be constructed.
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# Use this instead of is_enabled if you want to allow rulers to "use" the building after getting the holding, but to disallow that they construct it.
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# can_construct_potential controls whether the building appears in the build menu. For upgrades it is identical to can_construct_showing_failures_only.
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# Note that is_enabled (see above) is added to can_construct_potential.
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# Not used if is_graphical_background = yes
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# scopes: root is the province; scope:holder is the holder of the province; county is the county title the province belongs to
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can_construct_potential = {}
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can_construct_showing_failures_only = {}
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can_construct = {}
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show_disabled = yes/no # if set to yes, the building will show in the build menu even if disabled (will still use can_construct_potential). No by default
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# How much cost does the building cost
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cost = { gold = 500 ... }
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# The next building in chain unlocked by this building
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next_building = castle_02
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# Custom description for effects indirectly provided by building.
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# The scope root refers to the buildings province.
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effect_desc = <loc key>
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# A modifier applied to the owner of the holding
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character_modifier = {
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}
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# Applied if the character's culture has the parameter
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character_culture_modifier = {
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parameter = culture param
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}
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# Applied if the character's faith has the parameter
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character_faith_modifier = {
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parameter = faith param
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}
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# A modifier applied if the holder's dynasty of the county has a specific perk
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characer_dynasty_modifier = {
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county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk
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# The effect
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monthly_prestige_gain_mult = 0.2
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}
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# A modifier applied to the province
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province_modifier = {
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}
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province_culture_modifier = {
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parameter = culture param
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}
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province_faith_modifier = {
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parameter = faith param
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}
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province_terrain_modifier = {
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parameter = required culture param (optional)
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terrain = required province terrain (optional, default is all terrain types)
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is_coastal = whether this modifier is applied on coastal or non-coastal provinces (optional, default is both coastal and non-coastal)
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is_riverside = whether this modifier is only applied on provinces that are next to a big river or not (optional, default is both riverside and not)
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}
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# A modifier applied if the holder's dynasty of the county has a specific perk
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province_dynasty_modifier = {
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county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk
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# The effect
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monthly_income = 0.2
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}
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# A modifier applied to the county
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county_modifier = {
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}
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county_culture_modifier = {
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parameter = culture param
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}
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county_faith_modifier = {
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parameter = faith param
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}
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# A modifier applied to every de jure county in the duchy (if the county has the same de facto liege as this building's county). Can only be used (and only works) for duchy capital buildings.
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duchy_capital_county_modifier = {
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}
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duchy_capital_county_culture_modifier = {
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parameter = culture param
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}
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duchy_capital_county_faith_modifier = {
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parameter = faith param
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}
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# A special modifier applied to every holding of specified type in the county
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county_holding_modifier = {
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holding = castle_holding
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income_mult = 1
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}
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# A modifier applied if the holder's dynasty of the county has a specific perk
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county_dynasty_modifier = {
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county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk
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# The effect
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development_growth_factor = 0.2
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}
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# A modifier applied to the county holder
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county_holder_character_modifier = {
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}
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# Building flags
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flag = castle
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# Effects applied on building completion
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# scopes: root refers to the buildings province
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on_complete = {
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<effects>
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}
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# How desirable is the building for the AI
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ai_value = {
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base = 100
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}
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# If this is set to yes, the building will be used for figuring out which background asset (walls/no walls etc) should be shown
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is_graphical_background = no
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### Brief: on_start/on_cancelled/on_complete
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# Effects that happen when construction of the building
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# starts/cancels/finishes.
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#
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# Supported scopes:
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# root (Province)
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# The province the construction took place in.
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# character
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The character that paid for the construction, if available
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on_start = { ... }
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on_cancelled = { ... }
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on_complete = { ... }
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}
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