N3OW/common/buildings/00_standard_economy_buildings.txt

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Text

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# Standard Economy Buildings #
##############################
# Tradeports - Normal Tax, Development
# Cattle Pastures - Poor Tax, Normal Levy, Supply Limit
# Hunting Grounds - Poor Tax, Small Levy, Defensive Advantage
# Orchards - Normal Tax, Small Levy, Development
# Farm Estates - Massive Tax
# Cereal Fields - Large Tax, Mixed Bonuses
# Logging Camps - Normal Tax, Normal Build Speed
# Peat Quarries - Normal Tax, Poor Build Speed
# Hill Farms - Normal Tax, Defensive Advantage
# Elephant Pens - Normal Tax, Elephant Cavalry
# Plantations - Normal Tax
# Quarries - Poor Tax, Poor Build Speed
# Caravanserai - Late Game Building - Massive Tax, Defender Advantage, Dev Growth % and flat value, MaA maintenance and Merc hire cost
# Windmills - Late Game Building - Massive Tax, Supply Limit, Holding Taxes, Dev Growth % and flat value
# Watermills - Late Game Building - Massive Tax, Supply Limit, Building and Holding construction cost reduction, Holding Taxes, Dev Growth % and flat value
# Qanats - Cultural Building - Dev Growth % and flat value, Supply Limit, Travel bonus
# Murex Farms - Mediterranean Building - Influence, Dev Growth % and flat value, Tax
# Waterworks - is in India, Southeast Asia, or China, prov is county captain and terrain is NOT mountains or desert mountains
### caravanserai
caravanserai_01 = {
construction_time = slow_construction_time
can_construct_potential = {
building_caravanserai_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
trigger_if = {
limit = {
culture = { has_cultural_parameter = second_caravanserai }
}
custom_tooltip = {
text = has_two_caravanserai_in_county
county = {
any_county_province = {
count < 2
has_building_or_higher = caravanserai_01
}
}
}
}
trigger_else = {
custom_tooltip = {
text = not_allowed_second_caravanserai
county = {
any_county_province = {
count < 1
has_building_or_higher = caravanserai_01
}
}
}
}
}
is_enabled = {
trigger_if = {
limit = {
NOR = {
scope:holder.culture = {
has_cultural_parameter = watermills_windmills_cities
}
culture = {
has_cultural_parameter = second_caravanserai
}
}
}
is_county_capital = yes
}
trigger_else_if = {
limit = {
scope:holder.culture = {
has_cultural_parameter = watermills_windmills_cities
}
NOT = {
culture = {
has_cultural_parameter = second_caravanserai
}
}
}
OR = {
is_county_capital = yes
AND = {
NOR = {
has_building_or_higher = watermills_01
has_building_or_higher = windmills_01
}
has_building_or_higher = city_01
}
}
}
trigger_else_if = {
limit = {
culture = {
has_cultural_parameter = second_caravanserai
}
NOT = {
scope:holder.culture = {
has_cultural_parameter = watermills_windmills_cities
}
}
}
OR = {
is_county_capital = yes
AND = {
county = {
any_county_province = {
count <= 2
has_building_or_higher = caravanserai_01
}
}
}
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = watermills_windmills_cities
}
culture = {
has_cultural_parameter = second_caravanserai
}
OR = {
is_county_capital = yes
AND = {
NOR = {
has_building_or_higher = watermills_01
has_building_or_higher = windmills_01
}
has_building_or_higher = city_01
}
AND = {
county = {
any_county_province = {
count <= 2
has_building_or_higher = caravanserai_01
}
}
}
}
}
}
show_disabled = yes
can_construct = {
}
cost_gold = expensive_building_tier_1_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_1
defender_holding_advantage = normal_building_advantage_tier_1
}
character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_1
mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_1
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_1
development_growth = normal_building_development_growth_tier_1
travel_danger = -1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = caravanserai_02
type_icon = "icon_building_caravanserai.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
add = 2
AND = {
building_watermills_requirement_terrain = yes
building_windmills_requirement_terrain = yes
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_cereal_fields_requirement_terrain = yes
NOT = {
has_building_or_higher = cereal_fields_01
}
}
}
}
caravanserai_02 = {
construction_time = slow_construction_time
can_construct_potential = {
building_caravanserai_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_2_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_2
defender_holding_advantage = normal_building_advantage_tier_2
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_2
development_growth = normal_building_development_growth_tier_2
travel_danger = -2
}
character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_2
mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = caravanserai_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
caravanserai_03 = {
construction_time = slow_construction_time
can_construct_potential = {
building_caravanserai_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_3_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_3
defender_holding_advantage = normal_building_advantage_tier_3
hostile_raid_time = 0.2
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_3
development_growth = normal_building_development_growth_tier_3
travel_danger = -3
}
character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_3
mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = caravanserai_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
caravanserai_04 = {
construction_time = slow_construction_time
effect_desc = caravanserai_effects_desc
can_construct_potential = {
building_caravanserai_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_4_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_4
defender_holding_advantage = normal_building_advantage_tier_4
hostile_raid_time = 0.4
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_4
development_growth = normal_building_development_growth_tier_4
travel_danger = -4
}
character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_4
mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_4
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = caravanserai_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
caravanserai_05 = {
construction_time = slow_construction_time
effect_desc = caravanserai_effects_desc
can_construct_potential = {
building_caravanserai_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_5_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_5
defender_holding_advantage = normal_building_advantage_tier_5
hostile_raid_time = 0.6
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_5
development_growth = normal_building_development_growth_tier_5
travel_danger = -5
}
character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_5
mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = caravanserai_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
caravanserai_06 = {
construction_time = slow_construction_time
effect_desc = caravanserai_effects_desc
can_construct_potential = {
building_caravanserai_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_6_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_6
defender_holding_advantage = normal_building_advantage_tier_6
hostile_raid_time = 0.8
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_6
development_growth = normal_building_development_growth_tier_6
travel_danger = -6
}
character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_6
mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_6
#small artifact quality bonus if TIT-40761 gets implemented
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = caravanserai_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
caravanserai_07 = {
construction_time = slow_construction_time
effect_desc = caravanserai_effects_desc
can_construct_potential = {
building_caravanserai_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_7_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_7
defender_holding_advantage = normal_building_advantage_tier_7
hostile_raid_time = 1
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_7
development_growth = normal_building_development_growth_tier_7
travel_danger = -7
#small artifact quality bonus if TIT-40761 gets implemented
}
character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_7
mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = caravanserai_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
caravanserai_08 = {
construction_time = slow_construction_time
effect_desc = caravanserai_effects_desc
can_construct_potential = {
building_caravanserai_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_8_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_8
defender_holding_advantage = normal_building_advantage_tier_8
hostile_raid_time = 1.2
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_8
development_growth = normal_building_development_growth_tier_8
travel_danger = -8
#small artifact quality bonus if TIT-40761 gets implemented
}
character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_8
mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### watermills
watermills_01 = {
construction_time = slow_construction_time
can_construct_potential = {
OR = {
building_watermills_requirement_terrain = yes
AND = {
has_building_or_higher = logging_camps_04
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = watermills_windmills_cities
}
}
}
is_county_capital = yes
}
trigger_else = {
culture = {
has_cultural_parameter = watermills_windmills_cities
}
OR = {
is_county_capital = yes
AND = {
NOR = {
has_building_or_higher = windmills_01
has_building_or_higher = caravanserai_01
}
has_building_or_higher = city_01
}
}
}
}
show_disabled = yes
can_construct = {
trigger_if = {
limit = {
has_holding_type = city_holding
is_county_capital = no
culture = {
has_cultural_parameter = watermills_windmills_cities
}
}
has_building_or_higher = city_01
NOR = {
has_building_or_higher = windmills_01
has_building_or_higher = caravanserai_01
}
}
trigger_else = {
building_requirement_castle_city_church = { LEVEL = 01 }
is_county_capital = yes
}
OR = {
culture = { # Standard unlock from innovation (High medieval)
has_innovation = innovation_windmills
}
culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval)
has_cultural_parameter = next_level_w_mills
has_innovation = innovation_manorialism
}
AND = { # Unlock from Cultural Tradition
has_building_or_higher = logging_camps_04
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
}
cost_gold = expensive_building_tier_1_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_1
supply_limit_mult = 0.1
holding_build_gold_cost = -0.05
build_gold_cost = -0.05
}
county_modifier = {
development_growth = good_building_development_growth_tier_1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watermills_02
type_icon = "icon_building_watermills.dds"
ai_value = {
base = 20
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 10
has_building_or_higher = windmills_01
}
modifier = {
factor = 2
AND = {
building_watermills_requirement_terrain = yes
building_windmills_requirement_terrain = yes
}
}
}
}
watermills_02 = {
construction_time = slow_construction_time
can_construct_potential = {
OR = {
building_watermills_requirement_terrain = yes
AND = {
has_building_or_higher = logging_camps_04
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
trigger_else = {
OR = {
culture = { # Standard unlock from innovation (High medieval)
has_innovation = innovation_windmills
}
culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval)
has_cultural_parameter = next_level_w_mills
has_innovation = innovation_manorialism
}
AND = { # Unlock from Cultural Tradition
has_building_or_higher = logging_camps_04
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_2_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_2
supply_limit_mult = 0.2
holding_build_gold_cost = -0.10
build_gold_cost = -0.10
}
county_modifier = {
development_growth = good_building_development_growth_tier_2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watermills_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
watermills_03 = {
construction_time = slow_construction_time
can_construct_potential = {
OR = {
building_watermills_requirement_terrain = yes
AND = {
has_building_or_higher = logging_camps_04
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
scope:holder.culture = {
has_innovation = innovation_windmills
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
trigger_else = {
OR = {
culture = { # Standard unlock from innovation (High medieval)
has_innovation = innovation_windmills
}
culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval)
has_cultural_parameter = next_level_w_mills
has_innovation = innovation_manorialism
}
AND = { # Unlock from Cultural Tradition
has_building_or_higher = logging_camps_04
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_3_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_3
supply_limit_mult = 0.3
holding_build_gold_cost = -0.14
build_gold_cost = -0.14
}
county_modifier = {
development_growth = good_building_development_growth_tier_3
development_growth_factor = normal_building_development_growth_factor_tier_1
tax_mult = normal_building_tax_mult_tier_1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watermills_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
watermills_04 = {
construction_time = slow_construction_time
can_construct_potential = {
OR = {
building_watermills_requirement_terrain = yes
AND = {
has_building_or_higher = logging_camps_04
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
scope:holder.culture = {
has_innovation = innovation_windmills
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
trigger_else = {
OR = {
culture = { # Standard unlock from innovation (High medieval)
has_innovation = innovation_windmills
}
culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval)
has_cultural_parameter = next_level_w_mills
has_innovation = innovation_manorialism
}
AND = { # Unlock from Cultural Tradition
has_building_or_higher = logging_camps_04
culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_4_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_4
supply_limit_mult = 0.4
holding_build_gold_cost = -0.18
build_gold_cost = -0.18
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_2
development_growth = good_building_development_growth_tier_4
tax_mult = normal_building_tax_mult_tier_2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watermills_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
watermills_05 = {
construction_time = slow_construction_time
can_construct_potential = {
building_watermills_requirement_terrain = yes
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_cranes
}
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
}
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_5_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_5
supply_limit_mult = 0.5
holding_build_gold_cost = -0.22
build_gold_cost = -0.22
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_3
development_growth = good_building_development_growth_tier_5
tax_mult = normal_building_tax_mult_tier_3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watermills_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
watermills_06 = {
construction_time = slow_construction_time
can_construct_potential = {
building_watermills_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
}
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_6_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_6
supply_limit_mult = 0.6
holding_build_gold_cost = -0.24
build_gold_cost = -0.24
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_4
development_growth = good_building_development_growth_tier_6
tax_mult = normal_building_tax_mult_tier_4
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watermills_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
watermills_07 = {
construction_time = slow_construction_time
can_construct_potential = {
building_watermills_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
}
}
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_7_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_7
supply_limit_mult = 0.7
holding_build_gold_cost = -0.26
build_gold_cost = -0.26
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_5
development_growth = good_building_development_growth_tier_7
tax_mult = normal_building_tax_mult_tier_5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watermills_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
watermills_08 = {
construction_time = slow_construction_time
can_construct_potential = {
building_watermills_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
}
}
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_8_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_8
supply_limit_mult = 0.8
holding_build_gold_cost = -0.30
build_gold_cost = -0.30
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_6
development_growth = good_building_development_growth_tier_8
tax_mult = normal_building_tax_mult_tier_6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### Windmills
windmills_01 = {
construction_time = slow_construction_time
can_construct_potential = {
OR = {
building_windmills_requirement_terrain = yes
AND = {
has_building_or_higher = hill_farms_04
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = watermills_windmills_cities
}
}
}
is_county_capital = yes
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = watermills_windmills_cities
}
OR = {
is_county_capital = yes
AND = {
NOR = {
has_building_or_higher = watermills_01
has_building_or_higher = caravanserai_01
}
has_building_or_higher = city_01
}
}
}
}
show_disabled = yes
can_construct = {
trigger_if = {
limit = {
has_holding_type = city_holding
}
has_building_or_higher = city_01
culture = {
has_cultural_parameter = watermills_windmills_cities
}
NOR = {
has_building_or_higher = watermills_01
has_building_or_higher = caravanserai_01
}
}
trigger_else_if = {
limit = {
OR = {
has_holding_type = castle_holding
has_holding_type = church_holding
has_holding_type = temple_citadel_holding
}
}
is_county_capital = yes
}
trigger_else = {
always = no
}
OR = {
culture = { # Standard unlock from inovation (High medieval)
has_innovation = innovation_windmills
}
culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval)
has_cultural_parameter = next_level_w_mills
has_innovation = innovation_manorialism
}
AND = { # Unlock from Culture trad
has_building_or_higher = hill_farms_04
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
}
cost_gold = expensive_building_tier_1_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_1
tax_mult = good_building_tax_mult_tier_1
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_1
development_growth = good_building_development_growth_tier_1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = windmills_02
type_icon = "icon_building_windmills.dds"
ai_value = {
base = 20
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 10
has_building_or_higher = watermills_01
}
modifier = {
factor = 2
is_coastal = yes
}
modifier = {
factor = 2
AND = {
building_watermills_requirement_terrain = yes
building_windmills_requirement_terrain = yes
}
}
}
}
windmills_02 = {
construction_time = slow_construction_time
can_construct_potential = {
OR = {
building_windmills_requirement_terrain = yes
AND = {
has_building_or_higher = hill_farms_04
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
trigger_else = {
OR = {
culture = { # Standard unlock from inovation (High medieval)
has_innovation = innovation_windmills
}
culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval)
has_cultural_parameter = next_level_w_mills
has_innovation = innovation_manorialism
}
AND = { # Unlock from Culture trad
has_building_or_higher = hill_farms_04
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_2_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_2
tax_mult = good_building_tax_mult_tier_2
supply_limit_mult = 0.2
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_2
development_growth = good_building_development_growth_tier_2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = windmills_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
windmills_03 = {
construction_time = slow_construction_time
can_construct_potential = {
OR = {
building_windmills_requirement_terrain = yes
AND = {
has_building_or_higher = hill_farms_04
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
trigger_else = {
OR = {
culture = { # Standard unlock from inovation (High medieval)
has_innovation = innovation_windmills
}
culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval)
has_cultural_parameter = next_level_w_mills
has_innovation = innovation_manorialism
}
AND = { # Unlock from Culture trad
has_building_or_higher = hill_farms_04
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_3_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_3
tax_mult = good_building_tax_mult_tier_3
supply_limit_mult = 0.3
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_3
development_growth = good_building_development_growth_tier_3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = windmills_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
windmills_04 = {
construction_time = slow_construction_time
can_construct_potential = {
OR = {
building_windmills_requirement_terrain = yes
AND = {
has_building_or_higher = hill_farms_04
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
trigger_else = {
OR = {
culture = { # Standard unlock from inovation (High medieval)
has_innovation = innovation_windmills
}
culture = { # Unlock from culture trad early but still need the previous Civic economic building inovation (Early medieval)
has_cultural_parameter = next_level_w_mills
has_innovation = innovation_manorialism
}
AND = { # Unlock from Culture trad
has_building_or_higher = hill_farms_04
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_4_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_4
tax_mult = good_building_tax_mult_tier_4
supply_limit_mult = 0.4
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_4
development_growth = good_building_development_growth_tier_4
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = windmills_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
windmills_05 = {
construction_time = slow_construction_time
can_construct_potential = {
building_windmills_requirement_terrain = yes
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_windmills
}
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
}
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_5_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_5
tax_mult = good_building_tax_mult_tier_5
supply_limit_mult = 0.5
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_5
development_growth = good_building_development_growth_tier_5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = windmills_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
windmills_06 = {
construction_time = slow_construction_time
can_construct_potential = {
building_windmills_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
}
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_6_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_6
tax_mult = good_building_tax_mult_tier_6
supply_limit_mult = 0.6
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_6
development_growth = good_building_development_growth_tier_6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = windmills_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
windmills_07 = {
construction_time = slow_construction_time
can_construct_potential = {
building_windmills_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
}
}
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_7_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_7
tax_mult = good_building_tax_mult_tier_7
supply_limit_mult = 0.7
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_7
development_growth = good_building_development_growth_tier_7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = windmills_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
windmills_08 = {
construction_time = slow_construction_time
can_construct_potential = {
building_windmills_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
}
}
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = next_level_w_mills
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_8_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_8
tax_mult = good_building_tax_mult_tier_8
supply_limit_mult = 0.8
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_8
development_growth = good_building_development_growth_tier_8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
# Qanats
qanats_01 = {
construction_time = standard_construction_time
can_construct_potential = {
building_qanats_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
is_enabled = {
is_county_capital = yes
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = normal_building_tier_1_cost
province_modifier = {
monthly_income = poor_building_tax_tier_1
supply_limit = normal_building_supply_limit_tier_1
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_1
development_growth = good_building_development_growth_tier_1
travel_danger = -1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = qanats_02
type_icon = "icon_building_qanats.dds"
ai_value = {
base = 20
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
}
}
qanats_02 = {
construction_time = standard_construction_time
can_construct_potential = {
building_qanats_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = normal_building_tier_2_cost
province_modifier = {
monthly_income = poor_building_tax_tier_2
supply_limit = normal_building_supply_limit_tier_2
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_2
development_growth = good_building_development_growth_tier_2
travel_danger = -2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = qanats_03
type_icon = "icon_building_qanats.dds"
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
}
}
qanats_03 = {
construction_time = standard_construction_time
can_construct_potential = {
building_qanats_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 02 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = normal_building_tier_3_cost
province_modifier = {
monthly_income = poor_building_tax_tier_3
supply_limit = normal_building_supply_limit_tier_3
build_speed = normal_building_build_speed_tier_3
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_3
development_growth = good_building_development_growth_tier_3
travel_danger = -3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = qanats_04
type_icon = "icon_building_qanats.dds"
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
}
}
qanats_04 = {
construction_time = standard_construction_time
can_construct_potential = {
building_qanats_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 02 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = normal_building_tier_4_cost
province_modifier = {
monthly_income = poor_building_tax_tier_4
supply_limit = normal_building_supply_limit_tier_4
build_speed = normal_building_build_speed_tier_4
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_4
development_growth = good_building_development_growth_tier_4
travel_danger = -4
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = qanats_05
type_icon = "icon_building_qanats.dds"
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
}
}
qanats_05 = {
construction_time = standard_construction_time
can_construct_potential = {
building_qanats_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 03 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = normal_building_tier_5_cost
province_modifier = {
monthly_income = poor_building_tax_tier_5
supply_limit = normal_building_supply_limit_tier_5
build_speed = normal_building_build_speed_tier_5
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_5
development_growth = good_building_development_growth_tier_5
travel_danger = -5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
effect_desc = unlocks_cereal_fields_and_orchards
next_building = qanats_06
type_icon = "icon_building_qanats.dds"
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
}
}
qanats_06 = {
construction_time = standard_construction_time
can_construct_potential = {
building_qanats_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 03 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = normal_building_tier_6_cost
province_modifier = {
monthly_income = poor_building_tax_tier_6
supply_limit = normal_building_supply_limit_tier_6
build_speed = normal_building_build_speed_tier_6
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_6
development_growth = good_building_development_growth_tier_6
travel_danger = -6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
effect_desc = unlocks_cereal_fields_and_orchards
next_building = qanats_07
type_icon = "icon_building_qanats.dds"
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
}
}
qanats_07 = {
construction_time = standard_construction_time
can_construct_potential = {
building_qanats_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = normal_building_tier_7_cost
province_modifier = {
monthly_income = poor_building_tax_tier_7
supply_limit = normal_building_supply_limit_tier_7
build_speed = normal_building_build_speed_tier_7
}
character_modifier = {
negate_health_penalty_add = 0.1
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_7
development_growth = good_building_development_growth_tier_7
travel_danger = -7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
effect_desc = unlocks_cereal_fields_and_orchards
next_building = qanats_08
type_icon = "icon_building_qanats.dds"
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
}
}
qanats_08 = {
construction_time = standard_construction_time
can_construct_potential = {
building_qanats_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = normal_building_tier_8_cost
province_modifier = {
monthly_income = poor_building_tax_tier_8
supply_limit = normal_building_supply_limit_tier_8
build_speed = normal_building_build_speed_tier_8
}
character_modifier = {
negate_health_penalty_add = 0.2
}
county_modifier = {
development_growth_factor = good_building_development_growth_factor_tier_8
development_growth = good_building_development_growth_tier_8
travel_danger = -8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
effect_desc = unlocks_cereal_fields_and_orchards
type_icon = "icon_building_qanats.dds"
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
}
}
# Murex Farms
murex_farm_01 = {
construction_time = standard_construction_time
can_construct_potential = {
building_murex_farm_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_1_cost
province_modifier = {
monthly_income = normal_building_tax_tier_1
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_1
development_growth = normal_building_development_growth_tier_1
}
character_modifier = {
monthly_influence = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = murex_farm_02
type_icon = "icon_building_murex_farms.dds"
ai_value = {
base = 14
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
modifier = {
factor = 2
scope:holder = {
government_has_flag = government_is_administrative
}
}
}
}
murex_farm_02 = {
construction_time = standard_construction_time
can_construct_potential = {
building_murex_farm_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_2_cost
province_modifier = {
monthly_income = normal_building_tax_tier_2
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_2
development_growth = normal_building_development_growth_tier_2
}
character_modifier = {
monthly_influence = 0.3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = murex_farm_03
type_icon = "icon_building_murex_farms.dds"
ai_value = {
base = 9
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
murex_farm_03 = {
construction_time = standard_construction_time
can_construct_potential = {
building_murex_farm_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 02 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_3_cost
province_modifier = {
monthly_income = normal_building_tax_tier_3
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_3
development_growth = normal_building_development_growth_tier_3
}
character_modifier = {
monthly_influence = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = murex_farm_04
type_icon = "icon_building_murex_farms.dds"
ai_value = {
base = 8
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
murex_farm_04 = {
construction_time = standard_construction_time
can_construct_potential = {
building_murex_farm_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 02 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_4_cost
province_modifier = {
monthly_income = normal_building_tax_tier_4
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_4
development_growth = normal_building_development_growth_tier_4
}
character_modifier = {
monthly_influence = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = murex_farm_05
type_icon = "icon_building_murex_farms.dds"
ai_value = {
base = 7
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
murex_farm_05 = {
construction_time = standard_construction_time
can_construct_potential = {
building_murex_farm_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 03 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_5_cost
province_modifier = {
monthly_income = normal_building_tax_tier_5
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_5
development_growth = normal_building_development_growth_tier_5
}
character_modifier = {
monthly_influence = 1.3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = murex_farm_06
type_icon = "icon_building_murex_farms.dds"
ai_value = {
base = 6
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
murex_farm_06 = {
construction_time = standard_construction_time
can_construct_potential = {
building_murex_farm_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 03 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_6_cost
province_modifier = {
monthly_income = normal_building_tax_tier_6
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_6
development_growth = normal_building_development_growth_tier_6
}
character_modifier = {
monthly_influence = 1.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = murex_farm_07
type_icon = "icon_building_murex_farms.dds"
ai_value = {
base = 5
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
murex_farm_07 = {
construction_time = standard_construction_time
can_construct_potential = {
building_murex_farm_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 04 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_7_cost
province_modifier = {
monthly_income = normal_building_tax_tier_7
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_7
development_growth = normal_building_development_growth_tier_7
}
character_modifier = {
monthly_influence = 2.3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = murex_farm_08
type_icon = "icon_building_murex_farms.dds"
ai_value = {
base = 4
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
murex_farm_08 = {
construction_time = standard_construction_time
can_construct_potential = {
building_murex_farm_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 04 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_8_cost
province_modifier = {
monthly_income = normal_building_tax_tier_8
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_8
development_growth = normal_building_development_growth_tier_8
}
character_modifier = {
monthly_influence = 3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_building_murex_farms.dds"
ai_value = {
base = 3
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
### paddy_fields
paddy_fields_01 = {
construction_time = standard_construction_time
effect_desc = paddy_fields_effect_desc
can_construct_potential = {
building_paddy_fields_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
province_modifier = {
monthly_income = good_building_tax_tier_1
}
province_terrain_modifier = {
terrain = terraced_hills
development_growth_factor = 0.02
}
province_terrain_modifier = {
terrain = floodplains
development_growth_factor = 0.02
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = terraced_hills
tax_mult = innovation_champa_rice_tax_mult_value_1
levy_size = innovation_champa_rice_levy_size_value_1
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = wetlands
tax_mult = innovation_champa_rice_tax_mult_value_1
levy_size = innovation_champa_rice_levy_size_value_1
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = floodplains
tax_mult = innovation_champa_rice_tax_mult_value_1
levy_size = innovation_champa_rice_levy_size_value_1
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 2
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = paddy_fields_02
type_icon = "building_rice.dds"
ai_value = {
base = 15 # paddy fields should take priority when possible
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_paddy_fields_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
modifier = {
factor = 2
scope:holder.culture = { has_innovation = innovation_champa_rice }
}
modifier = {
factor = 0
scope:holder.culture = { has_innovation = innovation_champa_rice } # this also allows farm estates to be built in rice fields
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
}
}
paddy_fields_02 = {
construction_time = standard_construction_time
effect_desc = paddy_fields_effect_desc
can_construct_potential = {
building_paddy_fields_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
province_modifier = {
monthly_income = good_building_tax_tier_2
}
province_terrain_modifier = {
terrain = terraced_hills
development_growth_factor = 0.04
}
province_terrain_modifier = {
terrain = floodplains
development_growth_factor = 0.04
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = terraced_hills
tax_mult = innovation_champa_rice_tax_mult_value_1
levy_size = innovation_champa_rice_levy_size_value_1
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = floodplains
tax_mult = innovation_champa_rice_tax_mult_value_1
levy_size = innovation_champa_rice_levy_size_value_1
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = wetlands
tax_mult = innovation_champa_rice_tax_mult_value_1
levy_size = innovation_champa_rice_levy_size_value_1
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = paddy_fields_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
paddy_fields_03 = {
construction_time = standard_construction_time
effect_desc = paddy_fields_effect_desc
can_construct_potential = {
building_paddy_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
province_modifier = {
monthly_income = good_building_tax_tier_3
}
province_terrain_modifier = {
terrain = terraced_hills
development_growth_factor = 0.06
}
province_terrain_modifier = {
terrain = floodplains
development_growth_factor = 0.06
}
county_modifier = {
supply_limit = 400
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = terraced_hills
tax_mult = innovation_champa_rice_tax_mult_value_2
levy_size = innovation_champa_rice_levy_size_value_2
development_growth_factor = innovation_champa_rice_development_growth_factor_value_2
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = floodplains
tax_mult = innovation_champa_rice_tax_mult_value_2
levy_size = innovation_champa_rice_levy_size_value_2
development_growth_factor = innovation_champa_rice_development_growth_factor_value_2
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = wetlands
tax_mult = innovation_champa_rice_tax_mult_value_2
levy_size = innovation_champa_rice_levy_size_value_2
development_growth_factor = innovation_champa_rice_development_growth_factor_value_2
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_3
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = paddy_fields_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
paddy_fields_04 = {
construction_time = standard_construction_time
effect_desc = paddy_fields_effect_desc
can_construct_potential = {
building_paddy_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
province_modifier = {
monthly_income = good_building_tax_tier_4
}
province_terrain_modifier = {
terrain = terraced_hills
development_growth_factor = 0.08
}
province_terrain_modifier = {
terrain = floodplains
development_growth_factor = 0.08
}
county_modifier = {
supply_limit = 400
development_growth_factor = 0.05
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = terraced_hills
tax_mult = innovation_champa_rice_tax_mult_value_2
levy_size = innovation_champa_rice_levy_size_value_2
development_growth_factor = innovation_champa_rice_development_growth_factor_value_2
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = floodplains
tax_mult = innovation_champa_rice_tax_mult_value_2
levy_size = innovation_champa_rice_levy_size_value_2
development_growth_factor = innovation_champa_rice_development_growth_factor_value_2
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = wetlands
tax_mult = innovation_champa_rice_tax_mult_value_2
levy_size = innovation_champa_rice_levy_size_value_2
development_growth_factor = innovation_champa_rice_development_growth_factor_value_2
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_4
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = paddy_fields_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
paddy_fields_05 = {
construction_time = standard_construction_time
effect_desc = paddy_fields_effect_desc
can_construct_potential = {
building_paddy_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
scope:holder.culture = {
has_innovation = innovation_manorialism
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
province_modifier = {
monthly_income = good_building_tax_tier_5
}
province_terrain_modifier = {
terrain = terraced_hills
development_growth_factor = 0.12
}
province_terrain_modifier = {
terrain = floodplains
development_growth_factor = 0.12
}
county_modifier = {
supply_limit = 400
development_growth_factor = 0.05
supply_limit_mult = 0.05
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = terraced_hills
tax_mult = innovation_champa_rice_tax_mult_value_3
levy_size = innovation_champa_rice_levy_size_value_3
development_growth_factor = innovation_champa_rice_development_growth_factor_value_3
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = floodplains
tax_mult = innovation_champa_rice_tax_mult_value_3
levy_size = innovation_champa_rice_levy_size_value_3
development_growth_factor = innovation_champa_rice_development_growth_factor_value_3
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = wetlands
tax_mult = innovation_champa_rice_tax_mult_value_3
levy_size = innovation_champa_rice_levy_size_value_3
development_growth_factor = innovation_champa_rice_development_growth_factor_value_3
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_5
stationed_maa_toughness_mult = normal_maa_toughness_tier_5
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = paddy_fields_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
paddy_fields_06 = {
construction_time = standard_construction_time
effect_desc = paddy_fields_effect_desc
can_construct_potential = {
building_paddy_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
scope:holder.culture = {
has_innovation = innovation_manorialism
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
province_modifier = {
monthly_income = good_building_tax_tier_6
}
province_terrain_modifier = {
terrain = terraced_hills
development_growth_factor = 0.16
}
province_terrain_modifier = {
terrain = floodplains
development_growth_factor = 0.16
}
county_modifier = {
supply_limit = 400
development_growth_factor = 0.05
supply_limit_mult = 0.05
church_holding_build_gold_cost = -0.05
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = terraced_hills
tax_mult = innovation_champa_rice_tax_mult_value_3
levy_size = innovation_champa_rice_levy_size_value_3
development_growth_factor = innovation_champa_rice_development_growth_factor_value_3
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = floodplains
tax_mult = innovation_champa_rice_tax_mult_value_3
levy_size = innovation_champa_rice_levy_size_value_3
development_growth_factor = innovation_champa_rice_development_growth_factor_value_3
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = wetlands
tax_mult = innovation_champa_rice_tax_mult_value_3
levy_size = innovation_champa_rice_levy_size_value_3
development_growth_factor = innovation_champa_rice_development_growth_factor_value_3
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_6
stationed_maa_toughness_mult = normal_maa_toughness_tier_6
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = paddy_fields_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
paddy_fields_07 = {
construction_time = standard_construction_time
effect_desc = paddy_fields_effect_desc
can_construct_potential = {
building_paddy_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
scope:holder.culture = {
has_innovation = innovation_guilds
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
province_modifier = {
monthly_income = good_building_tax_tier_7
}
province_terrain_modifier = {
terrain = terraced_hills
development_growth_factor = 0.18
}
province_terrain_modifier = {
terrain = floodplains
development_growth_factor = 0.18
}
county_modifier = {
levy_reinforcement_rate = 0.05
supply_limit = 400
development_growth_factor = 0.05
supply_limit_mult = 0.05
city_holding_build_gold_cost = -0.05
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = terraced_hills
tax_mult = innovation_champa_rice_tax_mult_value_4
levy_size = innovation_champa_rice_levy_size_value_4
development_growth_factor = innovation_champa_rice_development_growth_factor_value_4
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = floodplains
tax_mult = innovation_champa_rice_tax_mult_value_4
levy_size = innovation_champa_rice_levy_size_value_4
development_growth_factor = innovation_champa_rice_development_growth_factor_value_4
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = wetlands
tax_mult = innovation_champa_rice_tax_mult_value_4
levy_size = innovation_champa_rice_levy_size_value_4
development_growth_factor = innovation_champa_rice_development_growth_factor_value_4
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_7
stationed_maa_toughness_mult = normal_maa_toughness_tier_7
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = paddy_fields_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
paddy_fields_08 = {
construction_time = standard_construction_time
effect_desc = paddy_fields_effect_desc
can_construct_potential = {
building_paddy_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = rice_cultivators_next_level_paddy_fields
}
scope:holder.culture = {
has_innovation = innovation_guilds
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
province_modifier = {
monthly_income = good_building_tax_tier_8
}
province_terrain_modifier = {
terrain = terraced_hills
development_growth_factor = 0.20
}
province_terrain_modifier = {
terrain = floodplains
development_growth_factor = 0.20
}
county_modifier = {
levy_reinforcement_rate = 0.05
supply_limit = 1600
development_growth_factor = 0.05
supply_limit_mult = 0.05
city_holding_build_gold_cost = -0.05
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = terraced_hills
tax_mult = innovation_champa_rice_tax_mult_value_4
levy_size = innovation_champa_rice_levy_size_value_4
development_growth_factor = innovation_champa_rice_development_growth_factor_value_4
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = floodplains
tax_mult = innovation_champa_rice_tax_mult_value_4
levy_size = innovation_champa_rice_levy_size_value_4
development_growth_factor = innovation_champa_rice_development_growth_factor_value_4
}
province_terrain_modifier = {
parameter = champa_rice_building_bonuses
terrain = wetlands
tax_mult = innovation_champa_rice_tax_mult_value_4
levy_size = innovation_champa_rice_levy_size_value_4
development_growth_factor = innovation_champa_rice_development_growth_factor_value_4
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_8
stationed_maa_toughness_mult = normal_maa_toughness_tier_8
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
# Spice plantations
spice_plantation_01 = {
construction_time = standard_construction_time
can_construct_potential = {
building_spice_plantation_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_1_cost
character_modifier = {
monthly_prestige = 0.03
}
province_modifier = {
monthly_income = normal_building_tax_tier_1
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = spice_plantation_02
type_icon = "icon_building_spice_plantation.dds"
ai_value = {
base = 12
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
modifier = {
factor = 2
scope:holder = {
government_has_flag = government_is_administrative
}
}
}
}
spice_plantation_02 = {
construction_time = standard_construction_time
can_construct_potential = {
building_spice_plantation_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_2_cost
character_modifier = {
monthly_prestige = 0.06
}
province_modifier = {
monthly_income = normal_building_tax_tier_2
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 0.3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = spice_plantation_03
type_icon = "icon_building_spice_plantation.dds"
ai_value = {
base = 9
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
spice_plantation_03 = {
construction_time = standard_construction_time
can_construct_potential = {
building_spice_plantation_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 02 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_3_cost
character_modifier = {
monthly_prestige = 0.09
}
province_modifier = {
monthly_income = normal_building_tax_tier_3
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = spice_plantation_04
type_icon = "icon_building_spice_plantation.dds"
ai_value = {
base = 8
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
spice_plantation_04 = {
construction_time = standard_construction_time
can_construct_potential = {
building_spice_plantation_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 02 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_4_cost
character_modifier = {
monthly_prestige = 0.12
legitimacy_gain_mult = 0.01
}
province_modifier = {
monthly_income = normal_building_tax_tier_4
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = spice_plantation_05
type_icon = "icon_building_spice_plantation.dds"
ai_value = {
base = 7
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
spice_plantation_05 = {
construction_time = standard_construction_time
can_construct_potential = {
building_spice_plantation_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 03 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_5_cost
character_modifier = {
monthly_prestige = 0.15
legitimacy_gain_mult = 0.02
}
province_modifier = {
monthly_income = normal_building_tax_tier_5
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 1.3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = spice_plantation_06
type_icon = "icon_building_spice_plantation.dds"
ai_value = {
base = 6
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
spice_plantation_06 = {
construction_time = standard_construction_time
can_construct_potential = {
building_spice_plantation_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 03 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_6_cost
character_modifier = {
monthly_prestige = 0.18
legitimacy_gain_mult = 0.03
}
province_modifier = {
monthly_income = normal_building_tax_tier_6
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 1.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = spice_plantation_07
type_icon = "icon_building_spice_plantation.dds"
ai_value = {
base = 5
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
spice_plantation_07 = {
construction_time = standard_construction_time
can_construct_potential = {
building_spice_plantation_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 04 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_7_cost
character_modifier = {
monthly_prestige = 0.21
legitimacy_gain_mult = 0.04
}
province_modifier = {
monthly_income = normal_building_tax_tier_7
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 2.3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = spice_plantation_08
type_icon = "icon_building_spice_plantation.dds"
ai_value = {
base = 4
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
spice_plantation_08 = {
construction_time = standard_construction_time
can_construct_potential = {
building_spice_plantation_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 04 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_8_cost
character_modifier = {
monthly_prestige = 0.24
legitimacy_gain_mult = 0.05
}
province_modifier = {
monthly_income = normal_building_tax_tier_8
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_building_spice_plantation.dds"
ai_value = {
base = 3
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
# Waterworks
# building_waterworks_requirement_terrain = is in India, Southeast Asia, or China, prov is county captain and terrain is NOT mountains or desert mountains
waterworks_01 = {
construction_time = standard_construction_time
can_construct_potential = {
building_waterworks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_1_cost
province_modifier = {
supply_limit_mult = 0.1
tax_mult = low_building_tax_mult_tier_1
levy_size = 0.02
epidemic_resistance = 2
}
county_culture_modifier = {
parameter = waterworks_additional_bonuses
build_gold_cost = -0.01
development_growth_factor = normal_building_development_growth_factor_tier_1
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_1
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = waterworks_02
type_icon = "icon_building_waterworks.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 2
scope:holder.capital_province = this
}
modifier = {
add = 2
scope:holder = {
government_has_flag = government_is_administrative # infrastucture, babeyyy
}
}
modifier = {
factor = 0
num_buildings < 5
}
modifier = {
factor = 0
NOR = {
has_building_or_higher = farm_estates_01
has_building_or_higher = orchards_01
has_building_or_higher = cereal_fields_01
has_building_or_higher = paddy_fields_01
num_buildings >= 8
}
}
}
}
waterworks_02 = {
construction_time = standard_construction_time
can_construct_potential = {
building_waterworks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_2_cost
province_modifier = {
supply_limit_mult = 0.2
tax_mult = low_building_tax_mult_tier_2
levy_size = 0.04
epidemic_resistance = 4
}
county_culture_modifier = {
parameter = waterworks_additional_bonuses
build_gold_cost = -0.02
development_growth_factor = normal_building_development_growth_factor_tier_2
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_2
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 0.3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = waterworks_03
type_icon = "icon_building_waterworks.dds"
ai_value = {
base = 9
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
waterworks_03 = {
construction_time = standard_construction_time
can_construct_potential = {
building_waterworks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 02 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_3_cost
province_modifier = {
supply_limit_mult = 0.3
tax_mult = low_building_tax_mult_tier_3
levy_size = 0.06
epidemic_resistance = 6
}
county_culture_modifier = {
parameter = waterworks_additional_bonuses
build_gold_cost = -0.03
development_growth_factor = normal_building_development_growth_factor_tier_3
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_3
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = waterworks_04
type_icon = "icon_building_waterworks.dds"
ai_value = {
base = 8
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
waterworks_04 = {
construction_time = standard_construction_time
can_construct_potential = {
building_waterworks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 02 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_4_cost
province_modifier = {
supply_limit_mult = 0.4
tax_mult = low_building_tax_mult_tier_4
levy_size = 0.08
epidemic_resistance = 8
}
county_culture_modifier = {
parameter = waterworks_additional_bonuses
build_gold_cost = -0.04
development_growth_factor = normal_building_development_growth_factor_tier_4
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_4
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = waterworks_05
type_icon = "icon_building_waterworks.dds"
ai_value = {
base = 7
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
waterworks_05 = {
construction_time = standard_construction_time
can_construct_potential = {
building_waterworks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 03 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_5_cost
province_modifier = {
supply_limit_mult = 0.5
tax_mult = low_building_tax_mult_tier_5
levy_size = 0.1
epidemic_resistance = 10
}
county_culture_modifier = {
parameter = waterworks_additional_bonuses
build_gold_cost = -0.05
development_growth_factor = normal_building_development_growth_factor_tier_5
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_5
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 1.3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = waterworks_06
type_icon = "icon_building_waterworks.dds"
ai_value = {
base = 6
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
waterworks_06 = {
construction_time = standard_construction_time
can_construct_potential = {
building_waterworks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 03 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_6_cost
province_modifier = {
supply_limit_mult = 0.6
tax_mult = low_building_tax_mult_tier_6
levy_size = 0.12
epidemic_resistance = 12
}
county_culture_modifier = {
parameter = waterworks_additional_bonuses
build_gold_cost = -0.06
development_growth_factor = normal_building_development_growth_factor_tier_6
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_6
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 1.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = waterworks_07
type_icon = "icon_building_waterworks.dds"
ai_value = {
base = 5
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
waterworks_07 = {
construction_time = standard_construction_time
can_construct_potential = {
building_waterworks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 04 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_7_cost
province_modifier = {
supply_limit_mult = 0.7
tax_mult = low_building_tax_mult_tier_7
levy_size = 0.14
epidemic_resistance = 14
}
county_culture_modifier = {
parameter = waterworks_additional_bonuses
build_gold_cost = -0.07
development_growth_factor = normal_building_development_growth_factor_tier_7
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_7
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 2.3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = waterworks_08
type_icon = "icon_building_waterworks.dds"
ai_value = {
base = 4
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
waterworks_08 = {
construction_time = standard_construction_time
can_construct_potential = {
building_waterworks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 04 }
}
is_enabled = {
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
county = { NOT = { has_county_modifier = backwater_county_modifier } }
}
can_construct = {
}
cost_gold = normal_building_tier_8_cost
province_modifier = {
supply_limit_mult = 1
tax_mult = low_building_tax_mult_tier_8
levy_size = 0.16
epidemic_resistance = 16
}
county_culture_modifier = {
parameter = waterworks_additional_bonuses
build_gold_cost = -0.08
development_growth_factor = normal_building_development_growth_factor_tier_8
}
county_modifier = {
development_growth_factor = normal_building_development_growth_factor_tier_8
}
character_government_modifier = {
parameter = government_has_influence
monthly_influence = 3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_building_waterworks.dds"
ai_value = {
base = 3
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
### Trade Port
common_tradeport_01 = {
construction_time = quick_construction_time
can_construct_potential = {
building_common_tradeport_requirement_terrain = yes
trigger_if = { # Sometimes tribals can into botes
limit = {
NOT = {
culture = {
has_cultural_parameter = trade_ports_enabled_for_tribals
}
}
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
trigger_else = {
OR = {
has_building_or_higher = tribe_01
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
}
can_construct_showing_failures_only = {
# building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
province_modifier = {
monthly_income = normal_building_tax_tier_1
}
county_modifier = {
development_growth_factor = 0.05
}
county_culture_modifier = {
parameter = trade_ports_give_control_growth
monthly_county_control_growth_add = 0.1
}
province_culture_modifier = {
parameter = trade_ports_give_levies
levy_size = 0.02
}
province_culture_modifier = {
parameter = trade_ports_stationed_maa_bonus
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = common_tradeport_02
type_icon = "icon_building_tradeport.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
add = 5
culture = {
has_cultural_parameter = trade_ports_enabled_for_tribals
}
}
modifier = {
add = 5
culture = {
has_cultural_parameter = trade_ports_stationed_maa_bonus
}
}
modifier = {
factor = 2
AND = {
building_watermills_requirement_terrain = yes
building_windmills_requirement_terrain = yes
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
}
}
common_tradeport_02 = {
construction_time = quick_construction_time
can_construct_potential = {
building_common_tradeport_requirement_terrain = yes
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = trade_ports_enabled_for_tribals
}
}
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
trigger_else = {
OR = {
has_building_or_higher = tribe_01
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_trade_ports
}
}
}
culture = {
has_innovation = innovation_crop_rotation
}
}
trigger_else = {
culture = {
has_cultural_parameter = next_level_trade_ports
}
}
}
can_construct_showing_failures_only = {
# building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
province_modifier = {
monthly_income = normal_building_tax_tier_2
}
county_modifier = {
development_growth_factor = 0.1
}
county_culture_modifier = {
parameter = trade_ports_give_control_growth
monthly_county_control_growth_add = 0.1
}
province_culture_modifier = {
parameter = trade_ports_give_levies
levy_size = 0.04
}
province_culture_modifier = {
parameter = trade_ports_stationed_maa_bonus
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = common_tradeport_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
common_tradeport_03 = {
construction_time = quick_construction_time
can_construct_potential = {
building_common_tradeport_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_trade_ports
}
}
}
culture = {
has_innovation = innovation_manorialism
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
trigger_else = {
culture = {
has_innovation = innovation_crop_rotation
}
culture = {
has_cultural_parameter = next_level_trade_ports
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
is_enabled = {
building_requirement_tribal = no
}
can_construct_showing_failures_only = {
# building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
province_modifier = {
monthly_income = normal_building_tax_tier_3
}
county_modifier = {
development_growth_factor = 0.15
}
county_culture_modifier = {
parameter = trade_ports_give_control_growth
monthly_county_control_growth_add = 0.15
}
province_culture_modifier = {
parameter = trade_ports_give_levies
levy_size = 0.06
}
province_culture_modifier = {
parameter = trade_ports_stationed_maa_bonus
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = common_tradeport_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
common_tradeport_04 = {
construction_time = quick_construction_time
can_construct_potential = {
building_common_tradeport_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_trade_ports
}
}
}
culture = {
has_innovation = innovation_manorialism
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
trigger_else = {
culture = {
has_innovation = innovation_crop_rotation
}
culture = {
has_cultural_parameter = next_level_trade_ports
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
province_modifier = {
monthly_income = normal_building_tax_tier_4
}
county_modifier = {
development_growth_factor = 0.2
}
county_culture_modifier = {
parameter = trade_ports_give_control_growth
monthly_county_control_growth_add = 0.15
}
province_culture_modifier = {
parameter = trade_ports_give_levies
levy_size = 0.08
}
character_culture_modifier = {
parameter = trade_ports_give_levies
men_at_arms_limit = 1
}
province_culture_modifier = {
parameter = trade_ports_stationed_maa_bonus
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = common_tradeport_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
common_tradeport_05 = {
construction_time = quick_construction_time
can_construct_potential = {
building_common_tradeport_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_trade_ports
}
}
}
culture = {
has_innovation = innovation_guilds
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
trigger_else = {
culture = {
has_innovation = innovation_manorialism
}
culture = {
has_cultural_parameter = next_level_trade_ports
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
province_modifier = {
monthly_income = normal_building_tax_tier_5
}
county_modifier = {
development_growth_factor = 0.25
}
county_culture_modifier = {
parameter = trade_ports_give_control_growth
monthly_county_control_growth_add = 0.2
}
province_culture_modifier = {
parameter = trade_ports_give_levies
levy_size = 0.1
}
character_culture_modifier = {
parameter = trade_ports_give_levies
men_at_arms_limit = 1
}
province_culture_modifier = {
parameter = trade_ports_stationed_maa_bonus
stationed_maa_toughness_mult = normal_maa_toughness_tier_5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = common_tradeport_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
common_tradeport_06 = {
construction_time = quick_construction_time
can_construct_potential = {
building_common_tradeport_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_trade_ports
}
}
}
culture = {
has_innovation = innovation_guilds
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
trigger_else = {
culture = {
has_innovation = innovation_manorialism
}
culture = {
has_cultural_parameter = next_level_trade_ports
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
province_modifier = {
monthly_income = normal_building_tax_tier_6
}
county_modifier = {
development_growth_factor = 0.3
}
county_culture_modifier = {
parameter = trade_ports_give_control_growth
monthly_county_control_growth_add = 0.2
}
province_culture_modifier = {
parameter = trade_ports_give_levies
levy_size = 0.12
}
character_culture_modifier = {
parameter = trade_ports_give_levies
men_at_arms_limit = 2
}
province_culture_modifier = {
parameter = trade_ports_stationed_maa_bonus
stationed_maa_toughness_mult = normal_maa_toughness_tier_6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = common_tradeport_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
common_tradeport_07 = {
construction_time = quick_construction_time
can_construct_potential = {
building_common_tradeport_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_trade_ports
}
}
}
culture = {
has_innovation = innovation_cranes
}
building_requirement_castle_city_church = { LEVEL = 04 }
}
trigger_else = {
culture = {
has_innovation = innovation_guilds
}
culture = {
has_cultural_parameter = next_level_trade_ports
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
province_modifier = {
monthly_income = normal_building_tax_tier_7
}
county_modifier = {
development_growth_factor = 0.35
}
county_culture_modifier = {
parameter = trade_ports_give_control_growth
monthly_county_control_growth_add = 0.25
}
province_culture_modifier = {
parameter = trade_ports_give_levies
levy_size = 0.14
}
character_culture_modifier = {
parameter = trade_ports_give_levies
men_at_arms_limit = 2
}
province_culture_modifier = {
parameter = trade_ports_stationed_maa_bonus
stationed_maa_toughness_mult = normal_maa_toughness_tier_7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = common_tradeport_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
common_tradeport_08 = {
construction_time = quick_construction_time
can_construct_potential = {
building_common_tradeport_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_trade_ports
}
}
}
culture = {
has_innovation = innovation_cranes
}
building_requirement_castle_city_church = { LEVEL = 04 }
}
trigger_else = {
culture = {
has_innovation = innovation_guilds
}
culture = {
has_cultural_parameter = next_level_trade_ports
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
province_modifier = {
monthly_income = normal_building_tax_tier_8
}
county_modifier = {
development_growth_factor = 0.4
}
county_culture_modifier = {
parameter = trade_ports_give_control_growth
monthly_county_control_growth_add = 0.25
}
province_culture_modifier = {
parameter = trade_ports_give_levies
levy_size = 0.16
}
character_culture_modifier = {
parameter = trade_ports_give_levies
men_at_arms_limit = 3
}
province_culture_modifier = {
parameter = trade_ports_stationed_maa_bonus
stationed_maa_toughness_mult = normal_maa_toughness_tier_8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### Pastures
pastures_01 = {
construction_time = quick_construction_time
can_construct_potential = {
building_pastures_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
show_disabled = yes
cost_gold = normal_building_tier_1_cost
levy = small_building_levy_tier_1
province_modifier = {
monthly_income = normal_building_tax_tier_1
supply_limit = normal_building_supply_limit_tier_1
}
character_culture_modifier = {
parameter = pastures_building_bonuses
light_cavalry_maintenance_mult = -0.01
}
province_culture_modifier = {
parameter = pastures_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_1
tax_mult = 0.01
levy_size = 0.01
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.01
levy_size = 0.01
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = pastures_02
type_icon = "icon_building_pastures.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_pasture_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 4
culture = {
has_cultural_parameter = farm_estates_pastures_unlock
}
}
}
}
pastures_02 = {
construction_time = quick_construction_time
can_construct_potential = {
building_pastures_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
levy = small_building_levy_tier_2
province_modifier = {
monthly_income = normal_building_tax_tier_2
supply_limit = normal_building_supply_limit_tier_2
}
character_culture_modifier = {
parameter = pastures_building_bonuses
light_cavalry_maintenance_mult = -0.02
}
province_culture_modifier = {
parameter = pastures_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_2
tax_mult = 0.01
levy_size = 0.01
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.01
levy_size = 0.01
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = pastures_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
pastures_03 = {
construction_time = quick_construction_time
can_construct_potential = {
building_pastures_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
levy = small_building_levy_tier_3
province_modifier = {
monthly_income = normal_building_tax_tier_3
supply_limit = normal_building_supply_limit_tier_3
levy_reinforcement_rate = 0.1
}
character_culture_modifier = {
parameter = pastures_building_bonuses
light_cavalry_maintenance_mult = -0.03
}
province_culture_modifier = {
parameter = pastures_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_3
tax_mult = 0.02
levy_size = 0.02
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.02
levy_size = 0.02
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = pastures_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
pastures_04 = {
construction_time = quick_construction_time
can_construct_potential = {
building_pastures_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
levy = small_building_levy_tier_4
province_modifier = {
monthly_income = normal_building_tax_tier_4
supply_limit = normal_building_supply_limit_tier_4
levy_reinforcement_rate = 0.1
}
county_modifier = {
development_growth_factor = 0.02
}
character_culture_modifier = {
parameter = pastures_building_bonuses
light_cavalry_maintenance_mult = -0.04
}
province_culture_modifier = {
parameter = pastures_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_4
tax_mult = 0.02
levy_size = 0.02
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.02
levy_size = 0.02
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = pastures_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
pastures_05 = {
construction_time = quick_construction_time
can_construct_potential = {
building_pastures_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
levy = small_building_levy_tier_5
province_modifier = {
monthly_income = normal_building_tax_tier_5
supply_limit = normal_building_supply_limit_tier_5
levy_reinforcement_rate = 0.1
garrison_size = 0.05
}
character_culture_modifier = {
parameter = pastures_building_bonuses
light_cavalry_maintenance_mult = -0.05
}
province_culture_modifier = {
parameter = pastures_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_5
tax_mult = 0.03
levy_size = 0.03
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.03
levy_size = 0.03
}
county_modifier = {
development_growth_factor = 0.02
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = pastures_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
pastures_06 = {
construction_time = quick_construction_time
can_construct_potential = {
building_pastures_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
levy = small_building_levy_tier_6
province_modifier = {
monthly_income = normal_building_tax_tier_6
supply_limit = normal_building_supply_limit_tier_6
levy_reinforcement_rate = 0.1
garrison_size = 0.05
}
county_modifier = {
development_growth_factor = 0.02
county_opinion_add = 2
}
character_culture_modifier = {
parameter = pastures_building_bonuses
light_cavalry_maintenance_mult = -0.06
}
province_culture_modifier = {
parameter = pastures_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_6
tax_mult = 0.03
levy_size = 0.03
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.03
levy_size = 0.03
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = pastures_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
pastures_07 = {
construction_time = quick_construction_time
can_construct_potential = {
building_pastures_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
levy = small_building_levy_tier_7
province_modifier = {
monthly_income = normal_building_tax_tier_7
supply_limit = normal_building_supply_limit_tier_7
levy_reinforcement_rate = 0.1
garrison_size = 0.05
}
county_modifier = {
development_growth_factor = 0.02
county_opinion_add = 2
}
character_culture_modifier = {
parameter = pastures_building_bonuses
light_cavalry_maintenance_mult = -0.07
}
province_culture_modifier = {
parameter = pastures_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_7
tax_mult = 0.04
levy_size = 0.04
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.04
levy_size = 0.04
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = pastures_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
pastures_08 = {
construction_time = quick_construction_time
can_construct_potential = {
building_pastures_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
levy = small_building_levy_tier_8
province_modifier = {
monthly_income = normal_building_tax_tier_8
supply_limit = normal_building_supply_limit_tier_8
levy_reinforcement_rate = 0.15
garrison_size = 0.05
}
county_modifier = {
development_growth_factor = 0.02
county_opinion_add = 2
}
character_culture_modifier = {
parameter = pastures_building_bonuses
light_cavalry_maintenance_mult = -0.08
}
province_culture_modifier = {
parameter = pastures_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_8
tax_mult = 0.04
levy_size = 0.04
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.04
levy_size = 0.04
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### hunting_grounds
hunting_grounds_01 = {
construction_time = quick_construction_time
effect_desc = hunting_grounds_desc
can_construct_potential = {
building_hunting_grounds_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
show_disabled = yes
cost_gold = cheap_building_tier_1_cost
levy = poor_building_levy_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
monthly_income = poor_building_tax_tier_1
hostile_raid_time = 0.1
}
character_culture_modifier = {
parameter = hunting_archery_building_bonuses
archers_maintenance_mult = -0.01
archers_recruitment_cost_mult = -0.01
}
province_culture_modifier = {
parameter = hunting_archery_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_1
stationed_archers_toughness_mult = low_maa_toughness_tier_1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hunting_grounds_02
type_icon = "icon_building_hunting_grounds.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_hunting_grounds_improvement_from_culture_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 0
building_cereal_fields_requirement_terrain = yes
NOT = {
has_building_or_higher = cereal_fields_01
}
}
modifier = {
factor = 0
scope:holder = {
government_has_flag = government_is_republic
}
NOT = {
has_building_or_higher = guild_halls_01
}
}
}
}
hunting_grounds_02 = {
construction_time = quick_construction_time
effect_desc = hunting_grounds_desc
can_construct_potential = {
building_hunting_grounds_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
show_disabled = yes
cost_gold = cheap_building_tier_2_cost
levy = poor_building_levy_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
monthly_income = poor_building_tax_tier_2
hostile_raid_time = 0.2
}
character_culture_modifier = {
parameter = hunting_archery_building_bonuses
archers_maintenance_mult = -0.02
archers_recruitment_cost_mult = -0.02
}
province_culture_modifier = {
parameter = hunting_archery_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_2
stationed_archers_toughness_mult = low_maa_toughness_tier_2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hunting_grounds_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
hunting_grounds_03 = {
construction_time = quick_construction_time
effect_desc = hunting_grounds_desc
can_construct_potential = {
building_hunting_grounds_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
show_disabled = yes
cost_gold = cheap_building_tier_3_cost
levy = poor_building_levy_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
monthly_income = poor_building_tax_tier_3
hostile_raid_time = 0.3
}
character_culture_modifier = {
parameter = hunting_archery_building_bonuses
archers_maintenance_mult = -0.02
archers_recruitment_cost_mult = -0.02
}
province_culture_modifier = {
parameter = hunting_archery_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_3
stationed_archers_toughness_mult = low_maa_toughness_tier_3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hunting_grounds_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hunting_grounds_04 = {
construction_time = quick_construction_time
effect_desc = hunting_grounds_desc
can_construct_potential = {
building_hunting_grounds_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
show_disabled = yes
cost_gold = cheap_building_tier_4_cost
levy = poor_building_levy_tier_4
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_4
monthly_income = poor_building_tax_tier_4
hostile_raid_time = 0.4
}
character_culture_modifier = {
parameter = hunting_archery_building_bonuses
archers_maintenance_mult = -0.03
archers_recruitment_cost_mult = -0.03
}
province_culture_modifier = {
parameter = hunting_archery_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_4
stationed_archers_toughness_mult = low_maa_toughness_tier_4
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hunting_grounds_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hunting_grounds_05 = {
construction_time = quick_construction_time
effect_desc = hunting_grounds_desc
can_construct_potential = {
building_hunting_grounds_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
show_disabled = yes
cost_gold = cheap_building_tier_5_cost
levy = poor_building_levy_tier_5
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_5
monthly_income = poor_building_tax_tier_5
hostile_raid_time = 0.5
}
character_modifier = {
men_at_arms_maintenance = -0.01
}
character_culture_modifier = {
parameter = hunting_archery_building_bonuses
archers_maintenance_mult = -0.03
archers_recruitment_cost_mult = -0.03
}
province_culture_modifier = {
parameter = hunting_archery_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_5
stationed_archers_toughness_mult = low_maa_toughness_tier_5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hunting_grounds_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hunting_grounds_06 = {
construction_time = quick_construction_time
effect_desc = hunting_grounds_desc
can_construct_potential = {
building_hunting_grounds_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
show_disabled = yes
cost_gold = cheap_building_tier_6_cost
levy = poor_building_levy_tier_6
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_6
monthly_income = poor_building_tax_tier_6
hostile_raid_time = 0.6
}
character_modifier = {
men_at_arms_maintenance = -0.01
}
character_culture_modifier = {
parameter = hunting_archery_building_bonuses
archers_maintenance_mult = -0.03
archers_recruitment_cost_mult = -0.03
}
province_culture_modifier = {
parameter = hunting_archery_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_6
stationed_archers_toughness_mult = low_maa_toughness_tier_6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hunting_grounds_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hunting_grounds_07 = {
construction_time = quick_construction_time
effect_desc = hunting_grounds_desc
can_construct_potential = {
building_hunting_grounds_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
show_disabled = yes
cost_gold = cheap_building_tier_7_cost
levy = poor_building_levy_tier_7
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_7
monthly_income = poor_building_tax_tier_7
hostile_raid_time = 0.7
}
character_modifier = {
men_at_arms_maintenance = -0.01
}
character_culture_modifier = {
parameter = hunting_archery_building_bonuses
archers_maintenance_mult = -0.04
archers_recruitment_cost_mult = -0.04
}
province_culture_modifier = {
parameter = hunting_archery_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_7
stationed_archers_toughness_mult = low_maa_toughness_tier_7
}
county_modifier = {
development_growth_factor = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hunting_grounds_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hunting_grounds_08 = {
construction_time = quick_construction_time
effect_desc = hunting_grounds_desc
can_construct_potential = {
building_hunting_grounds_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
culture = {
NOT = {
has_cultural_parameter = vegetarian_building_ban
}
}
}
show_disabled = yes
cost_gold = cheap_building_tier_8_cost
levy = poor_building_levy_tier_8
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_8
monthly_income = poor_building_tax_tier_8
hostile_raid_time = 0.8
}
character_modifier = {
men_at_arms_maintenance = -0.01
}
character_culture_modifier = {
parameter = hunting_archery_building_bonuses
archers_maintenance_mult = -0.04
archers_recruitment_cost_mult = -0.04
}
province_culture_modifier = {
parameter = hunting_archery_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_8
stationed_archers_toughness_mult = low_maa_toughness_tier_8
}
county_modifier = {
development_growth_factor = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### orchards
orchards_01 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_orchards_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
levy = small_building_levy_tier_1
province_modifier = {
monthly_income = normal_building_tax_tier_1
}
county_modifier = {
development_growth_factor = 0.05
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.01
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = orchards_02
type_icon = "icon_building_orchards.dds"
ai_value = {
base = 15 # Significantly higher than normal, they're just that good
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_orchard_improvement_from_culture_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 2
AND = {
building_watermills_requirement_terrain = yes
building_windmills_requirement_terrain = yes
}
}
modifier = {
factor = 2
culture = {
has_cultural_parameter = vegetarian_fruit_orchard_allowed
}
}
}
}
orchards_02 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_orchards_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
levy = small_building_levy_tier_2
province_modifier = {
monthly_income = normal_building_tax_tier_2
levy_reinforcement_rate = 0.1
}
county_modifier = {
development_growth_factor = 0.1
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.02
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = orchards_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
orchards_03 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_orchards_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
levy = small_building_levy_tier_3
province_modifier = {
monthly_income = normal_building_tax_tier_3
levy_reinforcement_rate = 0.1
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.15
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.03
supply_limit_mult = 0.1
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = orchards_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
orchards_04 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_orchards_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
levy = small_building_levy_tier_4
province_modifier = {
monthly_income = normal_building_tax_tier_4
levy_reinforcement_rate = 0.1
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.2
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.04
supply_limit_mult = 0.1
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = orchards_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
orchards_05 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_orchards_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
levy = small_building_levy_tier_5
province_modifier = {
monthly_income = normal_building_tax_tier_5
levy_reinforcement_rate = 0.1
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.25
levy_size = 0.02
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.05
supply_limit_mult = 0.1
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = orchards_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
orchards_06 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_orchards_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
levy = small_building_levy_tier_6
province_modifier = {
monthly_income = normal_building_tax_tier_6
supply_limit = 1000
levy_reinforcement_rate = 0.1
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.3
levy_size = 0.02
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.06
supply_limit_mult = 0.1
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = orchards_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
orchards_07 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_orchards_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
levy = small_building_levy_tier_7
province_modifier = {
monthly_income = normal_building_tax_tier_7
supply_limit = 1000
levy_reinforcement_rate = 0.1
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.35
levy_size = 0.02
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.07
supply_limit_mult = 0.1
}
character_modifier = {
monthly_prestige = 0.1
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = orchards_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
orchards_08 = {
construction_time = standard_construction_time
effect_desc = orchards_effect_desc
can_construct_potential = {
building_orchards_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
levy = small_building_levy_tier_8
province_modifier = {
monthly_income = normal_building_tax_tier_8
supply_limit = 1000
levy_reinforcement_rate = 0.1
supply_limit_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.4
levy_size = 0.02
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.08
supply_limit_mult = 0.1
}
character_modifier = {
monthly_prestige = 0.1
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### farm estates
farm_estates_01 = {
construction_time = slow_construction_time
effect_desc = farm_estates_effect_desc
can_construct_potential = {
OR = {
AND = {
building_farm_estates_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
AND = {
has_building_or_higher = pastures_04
culture = {
has_cultural_parameter = farm_estates_pastures_unlock
}
}
AND = {
building_paddy_fields_requirement_terrain = yes
scope:holder.culture = { has_innovation = innovation_champa_rice }
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
OR = {
building_farm_estates_requirement_terrain = yes
AND = {
has_building_or_higher = pastures_04
culture = {
has_cultural_parameter = farm_estates_pastures_unlock
}
}
building_paddy_fields_requirement_terrain = yes
}
}
cost_gold = normal_building_tier_1_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_1
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.02
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 2
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = farm_estates_02
type_icon = "icon_building_farm_estates.dds"
ai_value = {
base = 15 # Significantly higher than normal, they're just that good
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_farm_estate_improvement_from_culture_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
factor = 2
AND = {
building_watermills_requirement_terrain = yes
building_windmills_requirement_terrain = yes
}
}
}
}
farm_estates_02 = {
construction_time = slow_construction_time
effect_desc = farm_estates_effect_desc
can_construct_potential = {
OR = {
AND = {
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
building_farm_estates_requirement_terrain = yes
}
AND = {
has_building_or_higher = pastures_04
culture = {
has_cultural_parameter = farm_estates_pastures_unlock
}
}
AND = {
building_paddy_fields_requirement_terrain = yes
scope:holder.culture = { has_innovation = innovation_champa_rice }
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
OR = {
building_farm_estates_requirement_terrain = yes
AND = {
has_building_or_higher = pastures_04
culture = {
has_cultural_parameter = farm_estates_pastures_unlock
}
}
building_paddy_fields_requirement_terrain = yes
}
}
cost_gold = normal_building_tier_2_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_2
supply_limit_mult = 0.15
supply_limit = 500
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.03
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 4
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = farm_estates_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
farm_estates_03 = {
construction_time = slow_construction_time
effect_desc = farm_estates_effect_desc
can_construct_potential = {
farm_estates_3_4_trigger = yes
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
OR = {
building_farm_estates_requirement_terrain = yes
AND = {
has_building_or_higher = pastures_04
culture = {
has_cultural_parameter = farm_estates_pastures_unlock
}
}
building_paddy_fields_requirement_terrain = yes
}
}
cost_gold = normal_building_tier_3_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_3
supply_limit_mult = 0.15
supply_limit = 500
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.04
}
county_modifier = {
development_growth_factor = 0.02
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 6
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = farm_estates_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
farm_estates_04 = {
construction_time = slow_construction_time
effect_desc = farm_estates_effect_desc
can_construct_potential = {
farm_estates_3_4_trigger = yes
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
OR = {
building_farm_estates_requirement_terrain = yes
AND = {
has_building_or_higher = pastures_04
culture = {
has_cultural_parameter = farm_estates_pastures_unlock
}
}
building_paddy_fields_requirement_terrain = yes
}
}
cost_gold = normal_building_tier_4_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_4
supply_limit_mult = 0.15
supply_limit = 1000
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.05
}
county_modifier = {
development_growth_factor = 0.02
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = farm_estates_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
farm_estates_05 = {
construction_time = slow_construction_time
effect_desc = farm_estates_effect_desc
can_construct_potential = {
OR = {
building_farm_estates_requirement_terrain = yes
AND = {
building_paddy_fields_requirement_terrain = yes
scope:holder.culture = {
has_innovation = innovation_champa_rice
}
}
}
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
OR = {
terrain = farmlands
building_paddy_fields_requirement_terrain = yes
}
}
cost_gold = normal_building_tier_5_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_5
supply_limit_mult = 0.15
levy_size = 0.05
supply_limit = 1000
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.06
}
county_modifier = {
development_growth_factor = 0.02
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 10
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = farm_estates_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
farm_estates_06 = {
construction_time = slow_construction_time
effect_desc = farm_estates_effect_desc
can_construct_potential = {
OR = {
building_farm_estates_requirement_terrain = yes
AND = {
building_paddy_fields_requirement_terrain = yes
scope:holder.culture = {
has_innovation = innovation_champa_rice
}
}
}
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
OR = {
terrain = farmlands
building_paddy_fields_requirement_terrain = yes
}
}
cost_gold = normal_building_tier_6_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_6
supply_limit_mult = 0.15
levy_size = 0.05
supply_limit = 1000
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.06
}
county_modifier = {
development_growth_factor = 0.05
tax_mult = 0.01
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 12
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = farm_estates_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
farm_estates_07 = {
construction_time = slow_construction_time
effect_desc = farm_estates_effect_desc
can_construct_potential = {
OR = {
building_farm_estates_requirement_terrain = yes
AND = {
building_paddy_fields_requirement_terrain = yes
scope:holder.culture = {
has_innovation = innovation_champa_rice
}
}
}
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
OR = {
terrain = farmlands
building_paddy_fields_requirement_terrain = yes
}
}
cost_gold = normal_building_tier_7_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_7
supply_limit_mult = 0.15
levy_size = 0.05
supply_limit = 1000
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.07
}
county_modifier = {
development_growth_factor = 0.05
tax_mult = 0.01
monthly_county_control_growth_add = 0.2
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 14
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = farm_estates_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
farm_estates_08 = {
construction_time = slow_construction_time
effect_desc = farm_estates_effect_desc
can_construct_potential = {
OR = {
building_farm_estates_requirement_terrain = yes
AND = {
building_paddy_fields_requirement_terrain = yes
scope:holder.culture = {
has_innovation = innovation_champa_rice
}
}
}
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
OR = {
terrain = farmlands
building_paddy_fields_requirement_terrain = yes
}
}
cost_gold = normal_building_tier_8_cost
province_modifier = {
monthly_income = excellent_building_tax_tier_8
supply_limit_mult = 0.15
levy_size = 0.05
supply_limit = 1000
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.08
}
county_modifier = {
development_growth_factor = 0.05
tax_mult = 0.02
monthly_county_control_growth_add = 0.2
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 16
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### cereal_fields
cereal_fields_01 = {
construction_time = standard_construction_time
effect_desc = cereal_fields_effect_desc
can_construct_potential = {
building_cereal_fields_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
province_modifier = {
monthly_income = good_building_tax_tier_1
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.02
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 2
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = cereal_fields_02
type_icon = "icon_building_cereal_fields.dds"
ai_value = {
base = 12 # A little bit higher than normal, they're just that good
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_cereal_fields_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
add = 6
county = {
has_county_modifier = fertile_desert_mountains_modifier
}
}
modifier = {
factor = 2
AND = {
building_watermills_requirement_terrain = yes
building_windmills_requirement_terrain = yes
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
}
}
cereal_fields_02 = {
construction_time = standard_construction_time
effect_desc = cereal_fields_effect_desc
can_construct_potential = {
building_cereal_fields_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
}
}
}
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
province_modifier = {
monthly_income = good_building_tax_tier_2
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.03
}
county_modifier = {
tax_mult = 0.01
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 4
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = cereal_fields_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
cereal_fields_03 = {
construction_time = standard_construction_time
effect_desc = cereal_fields_effect_desc
can_construct_potential = {
building_cereal_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
has_innovation = innovation_crop_rotation
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
province_modifier = {
monthly_income = good_building_tax_tier_3
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.04
}
county_modifier = {
tax_mult = 0.01
supply_limit = 400
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_3
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 6
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = cereal_fields_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
cereal_fields_04 = {
construction_time = standard_construction_time
effect_desc = cereal_fields_effect_desc
can_construct_potential = {
building_cereal_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
has_innovation = innovation_crop_rotation
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
province_modifier = {
monthly_income = good_building_tax_tier_4
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.05
}
county_modifier = {
tax_mult = 0.01
supply_limit = 400
development_growth_factor = 0.05
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_4
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 8
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = cereal_fields_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
cereal_fields_05 = {
construction_time = standard_construction_time
effect_desc = cereal_fields_effect_desc
can_construct_potential = {
building_cereal_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
has_innovation = innovation_manorialism
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
province_modifier = {
monthly_income = good_building_tax_tier_5
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.06
}
county_modifier = {
tax_mult = 0.01
supply_limit = 400
development_growth_factor = 0.05
supply_limit_mult = 0.05
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_5
stationed_maa_toughness_mult = normal_maa_toughness_tier_5
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 10
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = cereal_fields_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
cereal_fields_06 = {
construction_time = standard_construction_time
effect_desc = cereal_fields_effect_desc
can_construct_potential = {
building_cereal_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
has_innovation = innovation_manorialism
}
building_requirement_castle_city_church = { LEVEL = 02 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
province_modifier = {
monthly_income = good_building_tax_tier_6
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.07
}
county_modifier = {
tax_mult = 0.01
supply_limit = 400
development_growth_factor = 0.05
supply_limit_mult = 0.05
church_holding_build_gold_cost = -0.05
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_6
stationed_maa_toughness_mult = normal_maa_toughness_tier_6
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 12
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = cereal_fields_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
cereal_fields_07 = {
construction_time = standard_construction_time
effect_desc = cereal_fields_effect_desc
can_construct_potential = {
building_cereal_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
has_innovation = innovation_guilds
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
province_modifier = {
monthly_income = good_building_tax_tier_7
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.08
}
county_modifier = {
levy_reinforcement_rate = 0.05
tax_mult = 0.01
supply_limit = 400
development_growth_factor = 0.05
supply_limit_mult = 0.05
church_holding_build_gold_cost = -0.05
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_7
stationed_maa_toughness_mult = normal_maa_toughness_tier_7
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 14
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = cereal_fields_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
cereal_fields_08 = {
construction_time = standard_construction_time
effect_desc = cereal_fields_effect_desc
can_construct_potential = {
building_cereal_fields_requirement_terrain = yes
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
}
}
}
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = vegetarian_next_level_cereal_fields
has_innovation = innovation_guilds
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
province_modifier = {
monthly_income = good_building_tax_tier_8
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.09
}
county_modifier = {
levy_reinforcement_rate = 0.05
tax_mult = 0.02
supply_limit = 1600
development_growth_factor = 0.05
supply_limit_mult = 0.05
church_holding_build_gold_cost = -0.05
}
province_culture_modifier = {
parameter = collective_lands_farms_bonuses
stationed_maa_damage_mult = normal_maa_damage_tier_8
stationed_maa_toughness_mult = normal_maa_toughness_tier_8
}
province_culture_modifier = {
parameter = brewery_farming_bonus
county_opinion_add = 16
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### logging_camps
logging_camps_01 = {
construction_time = standard_construction_time
effect_desc = logging_camps_desc
can_construct_potential = {
building_logging_camps_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
province_modifier = {
monthly_income = normal_building_tax_tier_1
build_speed = good_building_build_speed_tier_1
}
province_culture_modifier = {
parameter = logging_camps_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_1
stationed_skirmishers_damage_mult = low_maa_damage_tier_1
}
county_culture_modifier = {
parameter = logging_camps_building_bonuses
build_speed = -0.02
build_gold_cost = -0.01
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = logging_camps_02
type_icon = "icon_building_logging_camps.dds"
ai_value = {
base = 12 # A little bit higher than normal, they're very handy for further development
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_logging_camp_improvement_from_culture_modifier = yes
modifier = {
factor = 0
scope:holder = {
government_has_flag = government_is_republic
}
NOT = {
has_building_or_higher = guild_halls_01
}
}
modifier = {
factor = 4
scope:holder.culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
}
logging_camps_02 = {
construction_time = standard_construction_time
effect_desc = logging_camps_desc
can_construct_potential = {
building_logging_camps_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
province_modifier = {
monthly_income = normal_building_tax_tier_2
build_speed = good_building_build_speed_tier_2
}
county_modifier = {
church_holding_build_gold_cost = -0.05
}
province_culture_modifier = {
parameter = logging_camps_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_2
stationed_skirmishers_damage_mult = low_maa_damage_tier_2
}
county_culture_modifier = {
parameter = logging_camps_building_bonuses
build_speed = -0.04
build_gold_cost = -0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = logging_camps_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
modifier = {
factor = 4
scope:holder.culture = {
has_cultural_parameter = watermills_forestries_unlock
}
}
}
}
logging_camps_03 = {
construction_time = standard_construction_time
effect_desc = logging_camps_desc
can_construct_potential = {
building_logging_camps_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
province_modifier = {
monthly_income = normal_building_tax_tier_3
build_speed = good_building_build_speed_tier_3
}
character_modifier = {
army_maintenance_mult = -0.01
}
county_modifier = {
church_holding_build_gold_cost = -0.05
}
province_culture_modifier = {
parameter = logging_camps_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_3
stationed_skirmishers_damage_mult = low_maa_damage_tier_3
}
county_culture_modifier = {
parameter = logging_camps_building_bonuses
build_speed = -0.06
build_gold_cost = -0.03
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = logging_camps_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
logging_camps_04 = {
construction_time = standard_construction_time
effect_desc = logging_camps_desc
can_construct_potential = {
building_logging_camps_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
province_modifier = {
monthly_income = normal_building_tax_tier_4
build_speed = good_building_build_speed_tier_4
}
character_modifier = {
army_maintenance_mult = -0.01
}
county_modifier = {
church_holding_build_gold_cost = -0.05
supply_limit = 300
}
province_culture_modifier = {
parameter = logging_camps_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_4
stationed_skirmishers_damage_mult = low_maa_damage_tier_4
}
county_culture_modifier = {
parameter = logging_camps_building_bonuses
build_speed = -0.08
build_gold_cost = -0.04
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = logging_camps_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
logging_camps_05 = {
construction_time = standard_construction_time
effect_desc = logging_camps_desc
can_construct_potential = {
building_logging_camps_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
province_modifier = {
monthly_income = normal_building_tax_tier_5
build_speed = good_building_build_speed_tier_5
}
character_modifier = {
army_maintenance_mult = -0.01
}
county_modifier = {
church_holding_build_gold_cost = -0.05
supply_limit = 300
tax_mult = 0.01
}
province_culture_modifier = {
parameter = logging_camps_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_5
stationed_skirmishers_damage_mult = low_maa_damage_tier_5
}
county_culture_modifier = {
parameter = logging_camps_building_bonuses
build_speed = -0.1
build_gold_cost = -0.05
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = logging_camps_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
logging_camps_06 = {
construction_time = standard_construction_time
effect_desc = logging_camps_desc
can_construct_potential = {
building_logging_camps_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
province_modifier = {
monthly_income = normal_building_tax_tier_6
build_speed = good_building_build_speed_tier_6
}
character_modifier = {
army_maintenance_mult = -0.01
}
county_modifier = {
church_holding_build_gold_cost = -0.05
supply_limit = 600
tax_mult = 0.01
}
province_culture_modifier = {
parameter = logging_camps_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_6
stationed_skirmishers_damage_mult = low_maa_damage_tier_6
}
county_culture_modifier = {
parameter = logging_camps_building_bonuses
build_speed = -0.12
build_gold_cost = -0.06
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = logging_camps_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
logging_camps_07 = {
construction_time = standard_construction_time
effect_desc = logging_camps_desc
can_construct_potential = {
building_logging_camps_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
province_modifier = {
monthly_income = normal_building_tax_tier_7
build_speed = good_building_build_speed_tier_7
}
character_modifier = {
army_maintenance_mult = -0.01
}
county_modifier = {
church_holding_build_gold_cost = -0.05
supply_limit = 600
tax_mult = 0.02
}
province_culture_modifier = {
parameter = logging_camps_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_7
stationed_skirmishers_damage_mult = low_maa_damage_tier_7
}
county_culture_modifier = {
parameter = logging_camps_building_bonuses
build_speed = -0.14
build_gold_cost = -0.07
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = logging_camps_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
logging_camps_08 = {
construction_time = standard_construction_time
effect_desc = logging_camps_desc
can_construct_potential = {
building_logging_camps_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
province_modifier = {
monthly_income = normal_building_tax_tier_8
build_speed = good_building_build_speed_tier_8
}
character_modifier = {
army_maintenance_mult = -0.01
}
county_modifier = {
church_holding_build_gold_cost = -0.05
supply_limit = 600
tax_mult = 0.02
development_growth_factor = 0.02
}
province_culture_modifier = {
parameter = logging_camps_building_bonuses
stationed_archers_damage_mult = low_maa_damage_tier_8
stationed_skirmishers_damage_mult = low_maa_damage_tier_8
}
county_culture_modifier = {
parameter = logging_camps_building_bonuses
build_speed = -0.16
build_gold_cost = -0.08
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### peat_quarries
peat_quarries_01 = {
construction_time = standard_construction_time
can_construct_potential = {
building_peat_quarries_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
province_modifier = {
monthly_income = normal_building_tax_tier_1
build_speed = normal_building_build_speed_tier_1
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.02
}
county_culture_modifier = {
parameter = peat_quarries_building_bonuses
build_speed = -0.02
build_gold_cost = -0.01
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = peat_quarries_02
type_icon = "icon_building_peat_quarries.dds"
ai_value = {
base = 12 # A little bit higher than normal, they're very handy for further development
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_peat_quarries_improvement_from_culture_modifier = yes
}
}
peat_quarries_02 = {
construction_time = standard_construction_time
can_construct_potential = {
building_peat_quarries_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
province_modifier = {
monthly_income = normal_building_tax_tier_2
build_speed = normal_building_build_speed_tier_2
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.03
}
county_modifier = {
build_gold_cost = -0.05
}
county_culture_modifier = {
parameter = peat_quarries_building_bonuses
build_speed = -0.04
build_gold_cost = -0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = peat_quarries_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
peat_quarries_03 = {
construction_time = standard_construction_time
can_construct_potential = {
building_peat_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
province_modifier = {
monthly_income = normal_building_tax_tier_3
build_speed = normal_building_build_speed_tier_3
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.04
}
county_modifier = {
build_gold_cost = -0.05
supply_limit = 200
}
county_culture_modifier = {
parameter = peat_quarries_building_bonuses
build_speed = -0.06
build_gold_cost = -0.03
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = peat_quarries_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
peat_quarries_04 = {
construction_time = standard_construction_time
can_construct_potential = {
building_peat_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
province_modifier = {
monthly_income = normal_building_tax_tier_4
build_speed = normal_building_build_speed_tier_4
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.05
}
county_modifier = {
build_gold_cost = -0.05
supply_limit = 200
supply_limit_mult = 0.05
}
county_culture_modifier = {
parameter = peat_quarries_building_bonuses
build_speed = -0.08
build_gold_cost = -0.04
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = peat_quarries_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
peat_quarries_05 = {
construction_time = standard_construction_time
can_construct_potential = {
building_peat_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
province_modifier = {
monthly_income = normal_building_tax_tier_5
build_speed = normal_building_build_speed_tier_5
hostile_raid_time = 0.1
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.06
}
county_modifier = {
build_gold_cost = -0.05
supply_limit = 200
supply_limit_mult = 0.05
}
county_culture_modifier = {
parameter = peat_quarries_building_bonuses
build_speed = -0.10
build_gold_cost = -0.05
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = peat_quarries_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
peat_quarries_06 = {
construction_time = standard_construction_time
can_construct_potential = {
building_peat_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
province_modifier = {
monthly_income = normal_building_tax_tier_6
build_speed = normal_building_build_speed_tier_6
hostile_raid_time = 0.1
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.07
}
county_modifier = {
build_gold_cost = -0.05
supply_limit = 200
supply_limit_mult = 0.05
development_growth_factor = 0.05
}
county_culture_modifier = {
parameter = peat_quarries_building_bonuses
build_speed = -0.12
build_gold_cost = -0.06
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = peat_quarries_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
peat_quarries_07 = {
construction_time = standard_construction_time
can_construct_potential = {
building_peat_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
province_modifier = {
monthly_income = normal_building_tax_tier_7
build_speed = normal_building_build_speed_tier_7
hostile_raid_time = 0.1
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.08
}
county_modifier = {
build_gold_cost = -0.1
supply_limit = 200
supply_limit_mult = 0.05
development_growth_factor = 0.05
}
county_culture_modifier = {
parameter = peat_quarries_building_bonuses
build_speed = -0.14
build_gold_cost = -0.07
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = peat_quarries_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
peat_quarries_08 = {
construction_time = standard_construction_time
can_construct_potential = {
building_peat_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
province_modifier = {
monthly_income = normal_building_tax_tier_8
build_speed = normal_building_build_speed_tier_8
hostile_raid_time = 0.1
}
province_terrain_modifier = {
parameter = coastal_agriculture_building_bonuses
is_coastal = yes
tax_mult = 0.09
}
county_modifier = {
build_gold_cost = -0.1
supply_limit = 600
supply_limit_mult = 0.05
development_growth_factor = 0.05
}
county_culture_modifier = {
parameter = peat_quarries_building_bonuses
build_speed = -0.16
build_gold_cost = -0.08
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### hill_farms
hill_farms_01 = {
construction_time = standard_construction_time
can_construct_potential = {
building_hill_farms_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
province_modifier = {
monthly_income = normal_building_tax_tier_1
}
character_culture_modifier = {
parameter = hill_farms_building_bonuses
knight_effectiveness_mult = 0.01
counter_efficiency = 0.01
}
province_culture_modifier = {
parameter = hill_farms_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_1
}
county_culture_modifier = {
parameter = hill_farms_building_bonuses
levy_size = 0.01
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_farms_02
type_icon = "icon_building_hill_farms.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_hill_farms_improvement_from_culture_modifier = yes
modifier = {
factor = 0
scope:holder = {
government_has_flag = government_is_republic
}
NOT = {
has_building_or_higher = guild_halls_01
}
}
modifier = {
factor = 4
culture = {
has_cultural_parameter = windmills_hill_farms_unlock
}
}
}
}
hill_farms_02 = {
construction_time = standard_construction_time
can_construct_potential = {
building_hill_farms_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
province_modifier = {
monthly_income = normal_building_tax_tier_2
defender_holding_advantage = 1
stationed_skirmishers_toughness_mult = 0.02
}
character_culture_modifier = {
parameter = hill_farms_building_bonuses
knight_effectiveness_mult = 0.02
counter_efficiency = 0.02
}
province_culture_modifier = {
parameter = hill_farms_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_2
}
county_culture_modifier = {
parameter = hill_farms_building_bonuses
levy_size = 0.01
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_farms_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
hill_farms_03 = {
construction_time = standard_construction_time
can_construct_potential = {
building_hill_farms_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
province_modifier = {
monthly_income = normal_building_tax_tier_3
defender_holding_advantage = 1
stationed_skirmishers_toughness_mult = 0.02
}
county_modifier = {
supply_limit = 300
}
character_culture_modifier = {
parameter = hill_farms_building_bonuses
knight_effectiveness_mult = 0.03
counter_efficiency = 0.03
}
province_culture_modifier = {
parameter = hill_farms_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_3
}
county_culture_modifier = {
parameter = hill_farms_building_bonuses
levy_size = 0.02
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_farms_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hill_farms_04 = {
construction_time = standard_construction_time
can_construct_potential = {
building_hill_farms_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
province_modifier = {
monthly_income = normal_building_tax_tier_4
defender_holding_advantage = 2
stationed_skirmishers_toughness_mult = 0.04
}
county_modifier = {
supply_limit = 300
}
character_culture_modifier = {
parameter = hill_farms_building_bonuses
knight_effectiveness_mult = 0.04
counter_efficiency = 0.04
}
province_culture_modifier = {
parameter = hill_farms_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_4
}
county_culture_modifier = {
parameter = hill_farms_building_bonuses
levy_size = 0.02
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_farms_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hill_farms_05 = {
construction_time = standard_construction_time
can_construct_potential = {
building_hill_farms_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
province_modifier = {
monthly_income = normal_building_tax_tier_5
defender_holding_advantage = 2
stationed_skirmishers_toughness_mult = 0.04
}
county_modifier = {
supply_limit = 300
supply_limit_mult = 0.02
}
character_culture_modifier = {
parameter = hill_farms_building_bonuses
knight_effectiveness_mult = 0.05
counter_efficiency = 0.05
}
province_culture_modifier = {
parameter = hill_farms_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_5
}
county_culture_modifier = {
parameter = hill_farms_building_bonuses
levy_size = 0.03
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_farms_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hill_farms_06 = {
construction_time = standard_construction_time
can_construct_potential = {
building_hill_farms_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
province_modifier = {
monthly_income = normal_building_tax_tier_6
defender_holding_advantage = 2
stationed_skirmishers_toughness_mult = 0.04
}
county_modifier = {
supply_limit = 300
supply_limit_mult = 0.02
development_growth_factor = 0.05
}
character_culture_modifier = {
parameter = hill_farms_building_bonuses
knight_effectiveness_mult = 0.06
counter_efficiency = 0.06
}
province_culture_modifier = {
parameter = hill_farms_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_6
}
county_culture_modifier = {
parameter = hill_farms_building_bonuses
levy_size = 0.03
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_farms_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hill_farms_07 = {
construction_time = standard_construction_time
can_construct_potential = {
building_hill_farms_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
province_modifier = {
monthly_income = normal_building_tax_tier_7
defender_holding_advantage = 2
stationed_skirmishers_toughness_mult = 0.04
}
county_modifier = {
supply_limit = 600
supply_limit_mult = 0.02
development_growth_factor = 0.05
}
character_culture_modifier = {
parameter = hill_farms_building_bonuses
knight_effectiveness_mult = 0.07
counter_efficiency = 0.07
}
province_culture_modifier = {
parameter = hill_farms_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_7
}
county_culture_modifier = {
parameter = hill_farms_building_bonuses
levy_size = 0.04
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_farms_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
hill_farms_08 = {
construction_time = standard_construction_time
can_construct_potential = {
building_hill_farms_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
province_modifier = {
monthly_income = normal_building_tax_tier_8
defender_holding_advantage = 2
stationed_skirmishers_toughness_mult = 0.04
}
county_modifier = {
supply_limit = 600
supply_limit_mult = 0.02
development_growth_factor = 0.1
}
character_culture_modifier = {
parameter = hill_farms_building_bonuses
knight_effectiveness_mult = 0.08
counter_efficiency = 0.08
}
province_culture_modifier = {
parameter = hill_farms_building_bonuses
defender_holding_advantage = normal_building_advantage_tier_8
}
county_culture_modifier = {
parameter = hill_farms_building_bonuses
levy_size = 0.04
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### elephant_pens
elephant_pens_01 = {
construction_time = slow_construction_time
can_construct_potential = {
building_elephant_pens_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
province_modifier = {
monthly_income = normal_building_tax_tier_1
build_speed = good_building_build_speed_tier_1
stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_1
stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_1
}
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1
}
character_culture_modifier = {
parameter = elephant_pens_building_bonuses
elephant_cavalry_maintenance_mult = -0.01
}
county_culture_modifier = {
parameter = elephant_pens_building_bonuses
development_growth_factor = 0.05
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = elephant_pens_02
type_icon = "icon_building_elephant_pens.dds"
ai_value = {
base = 12 # A little bit higher than normal, they're very handy for further development
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
elephant_pens_02 = {
construction_time = slow_construction_time
can_construct_potential = {
building_elephant_pens_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
province_modifier = {
monthly_income = normal_building_tax_tier_2
build_speed = good_building_build_speed_tier_2
stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_2
stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_2
}
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2
}
character_culture_modifier = {
parameter = elephant_pens_building_bonuses
elephant_cavalry_maintenance_mult = -0.02
}
county_culture_modifier = {
parameter = elephant_pens_building_bonuses
development_growth_factor = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = elephant_pens_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
elephant_pens_03 = {
construction_time = slow_construction_time
can_construct_potential = {
building_elephant_pens_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
province_modifier = {
monthly_income = normal_building_tax_tier_3
build_speed = good_building_build_speed_tier_3
stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_3
stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_3
}
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3
}
county_modifier = {
build_gold_cost = -0.02
}
character_culture_modifier = {
parameter = elephant_pens_building_bonuses
elephant_cavalry_maintenance_mult = -0.03
}
county_culture_modifier = {
parameter = elephant_pens_building_bonuses
development_growth_factor = 0.15
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = elephant_pens_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
elephant_pens_04 = {
construction_time = slow_construction_time
can_construct_potential = {
building_elephant_pens_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
province_modifier = {
monthly_income = normal_building_tax_tier_4
build_speed = good_building_build_speed_tier_4
stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_4
stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_4
}
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4
}
county_modifier = {
build_gold_cost = -0.02
}
character_culture_modifier = {
parameter = elephant_pens_building_bonuses
elephant_cavalry_maintenance_mult = -0.04
}
county_culture_modifier = {
parameter = elephant_pens_building_bonuses
development_growth_factor = 0.20
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = elephant_pens_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
elephant_pens_05 = {
construction_time = slow_construction_time
can_construct_potential = {
building_elephant_pens_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
province_modifier = {
monthly_income = normal_building_tax_tier_5
build_speed = good_building_build_speed_tier_5
stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_5
stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_5
}
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5
}
county_modifier = {
build_gold_cost = -0.02
}
character_culture_modifier = {
parameter = elephant_pens_building_bonuses
elephant_cavalry_maintenance_mult = -0.05
}
county_culture_modifier = {
parameter = elephant_pens_building_bonuses
development_growth_factor = 0.25
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = elephant_pens_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
elephant_pens_06 = {
construction_time = slow_construction_time
can_construct_potential = {
building_elephant_pens_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
province_modifier = {
monthly_income = normal_building_tax_tier_6
build_speed = good_building_build_speed_tier_6
stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_6
stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_6
}
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6
}
county_modifier = {
build_gold_cost = -0.02
}
character_culture_modifier = {
parameter = elephant_pens_building_bonuses
elephant_cavalry_maintenance_mult = -0.06
}
county_culture_modifier = {
parameter = elephant_pens_building_bonuses
development_growth_factor = 0.30
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = elephant_pens_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
elephant_pens_07 = {
construction_time = slow_construction_time
can_construct_potential = {
building_elephant_pens_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
province_modifier = {
monthly_income = normal_building_tax_tier_7
build_speed = good_building_build_speed_tier_7
stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_7
stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_7
}
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7
}
county_modifier = {
build_gold_cost = -0.02
development_growth_factor = 0.05
}
character_culture_modifier = {
parameter = elephant_pens_building_bonuses
elephant_cavalry_maintenance_mult = -0.07
}
county_culture_modifier = {
parameter = elephant_pens_building_bonuses
development_growth_factor = 0.35
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = elephant_pens_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
elephant_pens_08 = {
construction_time = slow_construction_time
can_construct_potential = {
building_elephant_pens_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
province_modifier = {
monthly_income = normal_building_tax_tier_8
build_speed = good_building_build_speed_tier_8
stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_8
stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_8
}
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8
}
county_modifier = {
build_gold_cost = -0.02
development_growth_factor = 0.05
}
character_culture_modifier = {
parameter = elephant_pens_building_bonuses
elephant_cavalry_maintenance_mult = -0.08
}
county_culture_modifier = {
parameter = elephant_pens_building_bonuses
development_growth_factor = 0.40
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### plantations
plantations_01 = {
construction_time = quick_construction_time
effect_desc = plantations_effect_desc
can_construct_potential = {
building_plantations_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
province_modifier = {
monthly_income = poor_building_tax_tier_1
}
character_culture_modifier = {
parameter = plantations_building_bonuses
light_cavalry_maintenance_mult = -0.01
camel_cavalry_maintenance_mult = -0.01
light_cavalry_recruitment_cost_mult = -0.01
camel_cavalry_recruitment_cost_mult = -0.01
}
province_culture_modifier = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_1
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = plantations_02
type_icon = "icon_building_plantations.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_plantations_improvement_from_culture_modifier = yes
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
building_pastures_requirement_terrain = yes
NOT = {
has_building_or_higher = pastures_01
}
}
modifier = {
factor = 0
building_cereal_fields_requirement_terrain = yes
NOT = {
has_building_or_higher = cereal_fields_01
}
}
modifier = {
factor = 0
has_building_or_higher = city_01
NOT = {
has_building_or_higher = guild_halls_01
}
}
}
}
plantations_02 = {
construction_time = quick_construction_time
effect_desc = plantations_effect_desc
can_construct_potential = {
building_plantations_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
province_modifier = {
monthly_income = poor_building_tax_tier_2
tax_mult = 0.01
}
character_culture_modifier = {
parameter = plantations_building_bonuses
light_cavalry_maintenance_mult = -0.02
camel_cavalry_maintenance_mult = -0.02
light_cavalry_recruitment_cost_mult = -0.02
camel_cavalry_recruitment_cost_mult = -0.02
}
province_culture_modifier = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_2
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = plantations_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
plantations_03 = {
construction_time = quick_construction_time
effect_desc = plantations_effect_desc
can_construct_potential = {
building_plantations_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
province_modifier = {
monthly_income = poor_building_tax_tier_3
tax_mult = 0.01
stationed_light_cavalry_toughness_mult = 0.02
}
character_culture_modifier = {
parameter = plantations_building_bonuses
light_cavalry_maintenance_mult = -0.03
camel_cavalry_maintenance_mult = -0.03
light_cavalry_recruitment_cost_mult = -0.03
camel_cavalry_recruitment_cost_mult = -0.03
}
province_culture_modifier = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_3
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = plantations_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
plantations_04 = {
construction_time = quick_construction_time
effect_desc = plantations_effect_desc
can_construct_potential = {
building_plantations_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
province_modifier = {
monthly_income = poor_building_tax_tier_4
tax_mult = 0.02
stationed_light_cavalry_toughness_mult = 0.02
}
character_culture_modifier = {
parameter = plantations_building_bonuses
light_cavalry_maintenance_mult = -0.04
camel_cavalry_maintenance_mult = -0.04
light_cavalry_recruitment_cost_mult = -0.04
camel_cavalry_recruitment_cost_mult = -0.04
}
province_culture_modifier = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_4
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = plantations_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
plantations_05 = {
construction_time = quick_construction_time
effect_desc = plantations_effect_desc
can_construct_potential = {
building_plantations_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
province_modifier = {
monthly_income = poor_building_tax_tier_5
tax_mult = 0.02
supply_limit = 200
stationed_light_cavalry_toughness_mult = 0.02
}
county_modifier = {
development_growth_factor = 0.02
}
character_culture_modifier = {
parameter = plantations_building_bonuses
light_cavalry_maintenance_mult = -0.05
camel_cavalry_maintenance_mult = -0.05
light_cavalry_recruitment_cost_mult = -0.05
camel_cavalry_recruitment_cost_mult = -0.05
}
province_culture_modifier = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_5
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = plantations_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
plantations_06 = {
construction_time = quick_construction_time
effect_desc = plantations_effect_desc
can_construct_potential = {
building_plantations_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
province_modifier = {
monthly_income = poor_building_tax_tier_6
tax_mult = 0.02
supply_limit = 400
stationed_light_cavalry_toughness_mult = 0.02
}
county_modifier = {
development_growth_factor = 0.02
}
character_culture_modifier = {
parameter = plantations_building_bonuses
light_cavalry_maintenance_mult = -0.06
camel_cavalry_maintenance_mult = -0.06
light_cavalry_recruitment_cost_mult = -0.06
camel_cavalry_recruitment_cost_mult = -0.06
}
province_culture_modifier = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_6
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = plantations_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
plantations_07 = {
construction_time = quick_construction_time
effect_desc = plantations_effect_desc
can_construct_potential = {
building_plantations_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
province_modifier = {
monthly_income = poor_building_tax_tier_7
tax_mult = 0.02
supply_limit = 400
stationed_light_cavalry_toughness_mult = 0.02
}
county_modifier = {
development_growth_factor = 0.05
}
character_culture_modifier = {
parameter = plantations_building_bonuses
light_cavalry_maintenance_mult = -0.07
camel_cavalry_maintenance_mult = -0.07
light_cavalry_recruitment_cost_mult = -0.07
camel_cavalry_recruitment_cost_mult = -0.07
}
province_culture_modifier = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_7
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = plantations_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
plantations_08 = {
construction_time = quick_construction_time
effect_desc = plantations_effect_desc
can_construct_potential = {
building_plantations_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
province_modifier = {
monthly_income = poor_building_tax_tier_8
tax_mult = 0.02
supply_limit = 600
stationed_light_cavalry_toughness_mult = 0.02
}
county_modifier = {
development_growth_factor = 0.05
}
character_culture_modifier = {
parameter = plantations_building_bonuses
light_cavalry_maintenance_mult = -0.08
camel_cavalry_maintenance_mult = -0.08
light_cavalry_recruitment_cost_mult = -0.08
camel_cavalry_recruitment_cost_mult = -0.08
}
province_culture_modifier = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_8
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### quarries
quarries_01 = {
construction_time = quick_construction_time
can_construct_potential = {
building_quarries_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
province_modifier = {
monthly_income = poor_building_tax_tier_1
build_speed = good_building_build_speed_tier_1
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.01
pikemen_maintenance_mult = -0.01
heavy_cavalry_maintenance_mult = -0.01
men_at_arms_recruitment_cost = -0.01
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.01
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = quarries_02
type_icon = "icon_building_quarries.dds"
ai_value = {
base = 12 # A little bit higher than normal, they're very handy for further development
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_quarries_improvement_from_culture_modifier = yes
modifier = {
factor = 0
scope:holder = {
government_has_flag = government_is_republic
}
NOT = {
has_building_or_higher = guild_halls_01
}
}
}
}
quarries_02 = {
construction_time = quick_construction_time
can_construct_potential = {
building_quarries_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
province_modifier = {
monthly_income = poor_building_tax_tier_2
build_speed = good_building_build_speed_tier_2
}
character_modifier = {
men_at_arms_maintenance = -0.01
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.02
pikemen_maintenance_mult = -0.02
heavy_cavalry_maintenance_mult = -0.02
men_at_arms_recruitment_cost = -0.02
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.02
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = quarries_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
quarries_03 = {
construction_time = quick_construction_time
can_construct_potential = {
building_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
province_modifier = {
monthly_income = poor_building_tax_tier_3
build_speed = good_building_build_speed_tier_3
}
county_modifier = {
development_growth_factor = 0.02
}
character_modifier = {
men_at_arms_maintenance = -0.01
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.03
pikemen_maintenance_mult = -0.03
heavy_cavalry_maintenance_mult = -0.03
men_at_arms_recruitment_cost = -0.03
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.03
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = quarries_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
quarries_04 = {
construction_time = quick_construction_time
can_construct_potential = {
building_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
province_modifier = {
monthly_income = poor_building_tax_tier_4
build_speed = good_building_build_speed_tier_4
}
county_modifier = {
development_growth_factor = 0.02
build_gold_cost = -0.05
}
character_modifier = {
men_at_arms_maintenance = -0.01
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.04
pikemen_maintenance_mult = -0.04
heavy_cavalry_maintenance_mult = -0.04
men_at_arms_recruitment_cost = -0.04
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.04
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_4
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = quarries_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
quarries_05 = {
construction_time = quick_construction_time
can_construct_potential = {
building_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
province_modifier = {
monthly_income = poor_building_tax_tier_5
build_speed = good_building_build_speed_tier_5
}
county_modifier = {
development_growth_factor = 0.02
build_gold_cost = -0.05
}
character_modifier = {
men_at_arms_maintenance = -0.02
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.05
pikemen_maintenance_mult = -0.05
heavy_cavalry_maintenance_mult = -0.05
men_at_arms_recruitment_cost = -0.05
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.05
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_5
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = quarries_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
quarries_06 = {
construction_time = quick_construction_time
can_construct_potential = {
building_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
province_modifier = {
monthly_income = poor_building_tax_tier_6
build_speed = good_building_build_speed_tier_6
}
county_modifier = {
development_growth_factor = 0.02
build_gold_cost = -0.05
garrison_size = 0.1
}
character_modifier = {
men_at_arms_maintenance = -0.02
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.06
pikemen_maintenance_mult = -0.06
heavy_cavalry_maintenance_mult = -0.06
men_at_arms_recruitment_cost = -0.06
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.06
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_6
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = quarries_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
quarries_07 = {
construction_time = quick_construction_time
can_construct_potential = {
building_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
province_modifier = {
monthly_income = poor_building_tax_tier_7
build_speed = good_building_build_speed_tier_7
stationed_heavy_infantry_toughness_mult = 0.02
stationed_pikemen_toughness_mult = 0.02
}
county_modifier = {
development_growth_factor = 0.02
build_gold_cost = -0.05
garrison_size = 0.1
}
character_modifier = {
men_at_arms_maintenance = -0.02
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.07
pikemen_maintenance_mult = -0.07
heavy_cavalry_maintenance_mult = -0.07
men_at_arms_recruitment_cost = -0.07
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.07
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = quarries_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
quarries_08 = {
construction_time = quick_construction_time
can_construct_potential = {
building_quarries_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
province_modifier = {
monthly_income = poor_building_tax_tier_8
build_speed = good_building_build_speed_tier_8
stationed_heavy_infantry_toughness_mult = 0.04
stationed_pikemen_toughness_mult = 0.04
stationed_heavy_cavalry_toughness_mult = 0.08
}
county_modifier = {
development_growth_factor = 0.02
build_gold_cost = -0.05
garrison_size = 0.1
}
character_modifier = {
men_at_arms_maintenance = -0.02
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.08
pikemen_maintenance_mult = -0.08
heavy_cavalry_maintenance_mult = -0.08
men_at_arms_recruitment_cost = -0.08
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.08
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}