N3OW/common/domiciles/buildings/00_camp_buildings.txt

6234 lines
190 KiB
Text

@camp_building_main_slot_construction_duration_t1 = 180
@camp_building_main_slot_construction_duration_t2 = 210
@camp_building_main_slot_construction_duration_t3 = 240
@camp_building_main_slot_construction_duration_t4 = 300
@camp_building_main_slot_construction_duration_t5 = 360
@camp_building_main_slot_construction_duration_t6 = 420
@camp_building_internal_slot_construction_duration_t1 = 180
@camp_building_internal_slot_construction_duration_t2 = 240
@camp_building_internal_slot_construction_duration_t3 = 300
##################
# CAMP BUILDINGS
##################
### Camp Main Building - Pavilion
camp_main_01 = {
slot_type = main
# Always built, so construction time doesn't matter.
construction_time = 1
allowed_domicile_types = { camp }
character_modifier = {
health = 0.5
domicile_external_slots_capacity_add = 2
}
parameters = {
camp_unlocks_second_officer = yes
}
# If you ever lose your main tent, for the love of god, get it back AQAP.
ai_value = { value = 10000 }
### ASIAN
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_01.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_01_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### WESTERN
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_india_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_01.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_01_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### TRIBAL
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_norse_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_01.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_01_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### STEPPE
asset = {
trigger = {
owner.culture = {
has_graphical_steppe_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_01.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_01_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### DESERT
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_mena_culture_group_trigger = yes
has_graphical_iranian_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
has_graphical_mediterranean_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_01.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_01_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
}
camp_main_02 = {
slot_type = main
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp }
previous_building = camp_main_01
cost = { gold = camp_main_02_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_main_02_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
domicile_external_slots_capacity_add = 1
men_at_arms_cap = 1
enemy_hostile_scheme_phase_duration_add = miniscule_scheme_phase_duration_malus_value
character_travel_safety_mult = 0.02
provisions_capacity_add = 100
}
parameters = {
camp_unlocks_second_officer = yes
}
ai_value = {
value = camp_main_main_path_value
if = {
limit = {
num_domicile_buildings >= 4
}
multiply = 10
}
}
### ASIAN
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### WESTERN
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_india_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### TRIBAL
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_norse_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### STEPPE
asset = {
trigger = {
owner.culture = {
has_graphical_steppe_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### DESERT
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_mena_culture_group_trigger = yes
has_graphical_iranian_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
has_graphical_mediterranean_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
}
camp_main_03 = {
slot_type = main
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp }
previous_building = camp_main_02
cost = { gold = camp_main_03_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_main_03_domicile_building_gold_cost_value
add = camp_main_02_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
maa_toughness_mult = 0.05
domicile_external_slots_capacity_add = 1
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
character_travel_safety_mult = 0.02
provisions_capacity_add = 150
}
parameters = {
camp_unlocks_second_officer = yes
}
ai_value = {
value = camp_main_main_path_value
if = {
limit = {
num_domicile_buildings >= 8
}
multiply = 10
}
}
### ASIAN
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### WESTERN
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_india_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### TRIBAL
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_norse_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### STEPPE
asset = {
trigger = {
owner.culture = {
has_graphical_steppe_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### DESERT
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_mena_culture_group_trigger = yes
has_graphical_iranian_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
has_graphical_mediterranean_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
}
camp_main_04 = {
slot_type = main
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp }
previous_building = camp_main_03
cost = { gold = camp_main_04_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_main_04_domicile_building_gold_cost_value
add = camp_main_03_domicile_building_gold_cost_value
add = camp_main_02_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
maa_toughness_mult = 0.05
men_at_arms_cap = 1
enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
character_travel_safety_mult = 0.02
provisions_capacity_add = 250
}
parameters = {
camp_unlocks_second_officer = yes
}
ai_value = {
value = camp_main_main_path_value
if = {
limit = {
num_domicile_buildings >= 12
}
multiply = 10
}
}
### ASIAN
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_03.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_03_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### WESTERN
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_india_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### TRIBAL
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_norse_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### STEPPE
asset = {
trigger = {
owner.culture = {
has_graphical_steppe_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
### DESERT
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_mena_culture_group_trigger = yes
has_graphical_iranian_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
has_graphical_mediterranean_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
}
### Supply Tent - Smithing & Provisions
supply_tent_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp }
cost = { gold = supply_tent_01_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
provisions_capacity_mult = 0.5
supply_capacity_mult = 0.25
}
parameters = {
camp_unlocks_quartermaster_officer = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = supply_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = supply_tent_01
internal_slots = 2
cost = { gold = supply_tent_02_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_02_domicile_building_gold_cost_value
add = supply_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
provisions_capacity_mult = 0.25
supply_capacity_mult = 0.25
}
parameters = {
camp_unlocks_quartermaster_officer = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = supply_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = supply_tent_02
internal_slots = 3
cost = { gold = supply_tent_03_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_03_domicile_building_gold_cost_value
add = supply_tent_02_domicile_building_gold_cost_value
add = supply_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
provisions_capacity_mult = 0.25
supply_capacity_mult = 0.25
}
parameters = {
camp_unlocks_quartermaster_officer = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = supply_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp }
previous_building = supply_tent_03
internal_slots = 4
cost = { gold = supply_tent_04_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_04_domicile_building_gold_cost_value
add = supply_tent_03_domicile_building_gold_cost_value
add = supply_tent_02_domicile_building_gold_cost_value
add = supply_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
provisions_capacity_mult = 0.35
supply_capacity_mult = 0.25
}
parameters = {
camp_unlocks_quartermaster_officer = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = supply_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp }
previous_building = supply_tent_04
internal_slots = 5
cost = { gold = supply_tent_05_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_05_domicile_building_gold_cost_value
add = supply_tent_04_domicile_building_gold_cost_value
add = supply_tent_03_domicile_building_gold_cost_value
add = supply_tent_02_domicile_building_gold_cost_value
add = supply_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
provisions_capacity_mult = 0.35
supply_capacity_mult = 0.25
}
parameters = {
camp_unlocks_quartermaster_officer = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = supply_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp }
previous_building = supply_tent_05
internal_slots = 6
cost = { gold = supply_tent_06_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_06_domicile_building_gold_cost_value
add = supply_tent_05_domicile_building_gold_cost_value
add = supply_tent_04_domicile_building_gold_cost_value
add = supply_tent_03_domicile_building_gold_cost_value
add = supply_tent_02_domicile_building_gold_cost_value
add = supply_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
provisions_capacity_mult = 0.5
supply_capacity_mult = 0.25
}
parameters = {
camp_unlocks_quartermaster_officer = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = supply_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
# Upgrades
supply_tent_sutler = { # Sutler
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_sutler_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_sutler_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
monthly_stewardship_lifestyle_xp_gain_mult = 0.25
supply_capacity_mult = 0.5
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = stewardship_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_sutler.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_sutler.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_mender = { # Mender
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_mender_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_mender_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
skirmishers_toughness_mult = 0.15
heavy_infantry_toughness_mult = 0.15
archers_toughness_mult = 0.15
pikemen_toughness_mult = 0.15
}
ai_value = {
value = camp_building_ai_base_t2
if = {
limit = {
owner = { has_lifestyle = stewardship_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mender.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mender.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_smithy = { # Smithy
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_smithy_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_smithy_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
hard_casualty_modifier = -0.2
light_cavalry_toughness_mult = 0.2
heavy_cavalry_toughness_mult = 0.1
camel_cavalry_toughness_mult = 0.2
archer_cavalry_toughness_mult = 0.1
# Not elephantry for obvious reasons.
}
parameters = {
camp_unlocks_armorer_officer = yes
}
ai_value = {
value = camp_building_ai_base_t4
if = {
limit = {
owner = {
OR = {
has_lifestyle = martial_lifestyle
has_lifestyle = stewardship_lifestyle
has_lifestyle = learning_lifestyle
}
}
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_smithy.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_smithy.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_arsenal = { # Arsenal
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_arsenal_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_arsenal_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
men_at_arms_limit = 1
army_damage_mult = 0.1
}
parameters = {
camp_unlocks_armorer_officer = yes
}
ai_value = {
value = camp_building_ai_base_t3
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_reserve_provisions = { # Reserve Provisions
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_reserve_provisions_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_reserve_provisions_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = supply_tent_reserve_provisions.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_supply_tent_reserve_provisions
}
}
character_modifier = {
jungle_provisions_use_mult = -0.25
taiga_provisions_use_mult = -0.25
oasis_provisions_use_mult = -0.2
mountains_provisions_use_mult = -0.1
steppe_provisions_use_mult = -0.1
drylands_provisions_use_mult = -0.1
}
parameters = {
camp_unlocks_chief_forager_officer = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_reserve_water = { # Reserve Water
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_reserve_water_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_reserve_water_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = supply_tent_reserve_water.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_supply_tent_reserve_water
}
}
character_modifier = {
desert_provisions_use_mult = -0.25
desert_mountains_provisions_use_mult = -0.25
mountains_provisions_use_mult = -0.1
steppe_provisions_use_mult = -0.1
drylands_provisions_use_mult = -0.1
}
parameters = {
camp_unlocks_chief_forager_officer = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_climbing_gear = { # Climbing Gear
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_climbing_gear_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_climbing_gear_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = supply_tent_climbing_gear.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_supply_tent_climbing_gear
}
}
character_modifier = {
mountains_travel_danger = -20
desert_mountains_travel_danger = -20
mountains_advantage = 10
desert_mountains_advantage = 10
mountains_min_combat_roll = 5
desert_mountains_min_combat_roll = 5
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_climbing.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_climbing.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
supply_tent_subdued_gear = { # Subdued Gear
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = supply_tent_01
cost = { gold = supply_tent_subdued_gear_domicile_building_gold_cost_value }
refund = {
gold = {
value = supply_tent_subdued_gear_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = supply_tent_subdued_gear.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_supply_tent_subdued_gear
}
}
character_modifier = {
owned_scheme_secrecy_add = 20
}
parameters = {
camp_unlocks_master_thief_officer = yes
camp_reduced_criminal_contract_xp_gain = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = intrigue_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
}
}
### Barber Tent - Remedies & Torture
barber_tent_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp }
cost = { gold = barber_tent_01_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
epidemic_travel_danger = -10
negate_health_penalty_add = 0.2
hard_casualty_modifier = -0.03
domicile_monthly_gold_add = 0.2
}
parameters = {
camp_infection_chance_buff_1 = yes
}
ai_value = { value = barber_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
barber_tent_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = barber_tent_01
internal_slots = 2
cost = { gold = barber_tent_02_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_02_domicile_building_gold_cost_value
add = barber_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
epidemic_travel_danger = -5
negate_health_penalty_add = 0.2
hard_casualty_modifier = -0.03
domicile_monthly_gold_add = 0.2
}
parameters = {
camp_infection_chance_buff_2 = yes
}
ai_value = { value = barber_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
barber_tent_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = barber_tent_02
internal_slots = 3
cost = { gold = barber_tent_03_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_03_domicile_building_gold_cost_value
add = barber_tent_02_domicile_building_gold_cost_value
add = barber_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
epidemic_travel_danger = -5
negate_health_penalty_add = 0.2
hard_casualty_modifier = -0.03
domicile_monthly_gold_add = 0.2
}
parameters = {
camp_infection_chance_buff_3 = yes
}
ai_value = { value = barber_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
barber_tent_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp }
previous_building = barber_tent_03
internal_slots = 3
cost = { gold = barber_tent_04_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_04_domicile_building_gold_cost_value
add = barber_tent_03_domicile_building_gold_cost_value
add = barber_tent_02_domicile_building_gold_cost_value
add = barber_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
epidemic_travel_danger = -7
negate_health_penalty_add = 0.2
hard_casualty_modifier = -0.03
domicile_monthly_gold_add = 0.2
}
parameters = {
camp_infection_chance_buff_4 = yes
}
ai_value = { value = barber_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
barber_tent_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp }
previous_building = barber_tent_04
internal_slots = 3
cost = { gold = barber_tent_05_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_05_domicile_building_gold_cost_value
add = barber_tent_04_domicile_building_gold_cost_value
add = barber_tent_03_domicile_building_gold_cost_value
add = barber_tent_02_domicile_building_gold_cost_value
add = barber_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
epidemic_travel_danger = -7
negate_health_penalty_add = 0.2
hard_casualty_modifier = -0.03
domicile_monthly_gold_add = 0.2
}
parameters = {
camp_infection_chance_buff_5 = yes
}
ai_value = { value = barber_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
barber_tent_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp }
previous_building = barber_tent_05
internal_slots = 3
cost = { gold = barber_tent_06_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_06_domicile_building_gold_cost_value
add = barber_tent_05_domicile_building_gold_cost_value
add = barber_tent_04_domicile_building_gold_cost_value
add = barber_tent_03_domicile_building_gold_cost_value
add = barber_tent_02_domicile_building_gold_cost_value
add = barber_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
epidemic_travel_danger = -10
negate_health_penalty_add = 0.5
hard_casualty_modifier = -0.03
domicile_monthly_gold_add = 0.2
}
parameters = {
camp_infection_chance_buff_6 = yes
}
ai_value = { value = barber_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
# Upgrades
barber_tent_surgeons_tools = { # Surgeon's Tools
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = barber_tent_01
cost = { gold = barber_tent_surgeons_tools_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_surgeons_tools_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
negate_health_penalty_add = 0.50
hard_casualty_modifier = -0.2
}
parameters = {
camp_improved_court_physician_aptitude = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_surgeons_tools.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_surgeons_tools.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
barber_tent_dentists_tools = { # Dentist's Tools
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = barber_tent_01
cost = { gold = barber_tent_dentists_tools_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_dentists_tools_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
negate_health_penalty_add = 0.25
hard_casualty_modifier = -0.1
}
ai_value = {
value = camp_building_ai_base_t2
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_dentist.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_dentist.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
barber_tent_torturers_tools = { # Torturer's Tools
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = barber_tent_01
cost = { gold = barber_tent_torturers_tools_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_torturers_tools_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
monthly_intrigue_lifestyle_xp_gain_add = 25
knight_effectiveness_per_dread = 0.001
dread_baseline_add = 10
prisoner_opinion = -30
}
parameters = {
camp_unlocks_torture_interaction = yes
}
ai_value = {
value = camp_building_ai_base_t3
if = {
limit = {
owner = { has_lifestyle = intrigue_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = { has_trait = compassionate }
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_torture.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_torture.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
barber_tent_reference_corpus = { # Reference Corpus
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = barber_tent_01
cost = { gold = barber_tent_reference_corpus_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_reference_corpus_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = barber_tent_reference_corpus.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_barber_tent_reference_corpus
}
}
character_modifier = {
negate_health_penalty_add = 0.25
monthly_learning_lifestyle_xp_gain_mult = 0.25
learning_scheme_phase_duration = -10
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
barber_tent_morticians_tools = { # Mortician's Tools
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = barber_tent_01
cost = { gold = barber_tent_morticians_tools_domicile_building_gold_cost_value }
refund = {
gold = {
value = barber_tent_morticians_tools_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = barber_tent_morticians_tools.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_barber_tent_morticians_tools
}
}
character_modifier = {
dread_baseline_add = 30
}
parameters = {
camp_gold_from_victories_or_nearby_battles = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = intrigue_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_morticians_tools.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_morticians_tools.dds"
texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
}
}
### Baggage Train - Travel & Escorting
baggage_train_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp }
cost = { gold = baggage_train_01_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_speed_mult = 0.02
provisions_capacity_mult = 0.1
supply_capacity_mult = 0.2
skirmishers_max_size_add = 1
}
parameters = {
camp_better_scout_for_talent = yes
camp_unlocks_head_porter_officer = yes
receives_more_escort_contracts = yes
}
ai_value = { value = baggage_train_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = baggage_train_01
internal_slots = 2
cost = { gold = baggage_train_02_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_02_domicile_building_gold_cost_value
add = baggage_train_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_speed_mult = 0.02
provisions_capacity_mult = 0.1
supply_capacity_mult = 0.2
archers_max_size_add = 1
}
parameters = {
camp_better_scout_for_talent = yes
camp_unlocks_head_porter_officer = yes
receives_more_escort_contracts = yes
}
ai_value = { value = baggage_train_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = baggage_train_02
internal_slots = 3
cost = { gold = baggage_train_03_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_03_domicile_building_gold_cost_value
add = baggage_train_02_domicile_building_gold_cost_value
add = baggage_train_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_speed_mult = 0.02
provisions_capacity_mult = 0.1
supply_capacity_mult = 0.2
heavy_infantry_max_size_add = 1
}
parameters = {
camp_better_scout_for_talent = yes
camp_unlocks_head_porter_officer = yes
receives_more_escort_contracts = yes
}
ai_value = { value = baggage_train_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp }
previous_building = baggage_train_03
internal_slots = 4
cost = { gold = baggage_train_04_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_04_domicile_building_gold_cost_value
add = baggage_train_03_domicile_building_gold_cost_value
add = baggage_train_02_domicile_building_gold_cost_value
add = baggage_train_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_speed_mult = 0.02
provisions_capacity_mult = 0.1
supply_capacity_mult = 0.2
light_cavalry_max_size_add = 1
}
parameters = {
camp_better_scout_for_talent = yes
camp_unlocks_head_porter_officer = yes
receives_more_escort_contracts = yes
}
ai_value = { value = baggage_train_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp }
previous_building = baggage_train_04
internal_slots = 5
cost = { gold = baggage_train_05_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_05_domicile_building_gold_cost_value
add = baggage_train_04_domicile_building_gold_cost_value
add = baggage_train_03_domicile_building_gold_cost_value
add = baggage_train_02_domicile_building_gold_cost_value
add = baggage_train_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_speed_mult = 0.02
provisions_capacity_mult = 0.1
supply_capacity_mult = 0.2
heavy_cavalry_max_size_add = 1
}
parameters = {
camp_better_scout_for_talent = yes
camp_unlocks_head_porter_officer = yes
receives_more_escort_contracts = yes
}
ai_value = { value = baggage_train_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp }
previous_building = baggage_train_05
internal_slots = 6
cost = { gold = baggage_train_06_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_06_domicile_building_gold_cost_value
add = baggage_train_05_domicile_building_gold_cost_value
add = baggage_train_04_domicile_building_gold_cost_value
add = baggage_train_03_domicile_building_gold_cost_value
add = baggage_train_02_domicile_building_gold_cost_value
add = baggage_train_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_speed_mult = 0.02
provisions_capacity_mult = 0.1
supply_capacity_mult = 0.2
siege_weapon_max_size_add = 1
}
parameters = {
camp_better_scout_for_talent = yes
camp_unlocks_head_porter_officer = yes
receives_more_escort_contracts = yes
}
ai_value = { value = baggage_train_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
# Upgrades
baggage_train_ample_steeds = { # Ample Steeds
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_ample_steeds_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_ample_steeds_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = baggage_train_ample_steeds.tt.ate_steeds
NOT = { has_character_flag = recently_ate_horses }
}
}
character_modifier = {
character_travel_speed = 10
light_cavalry_pursuit_mult = 0.1
heavy_cavalry_pursuit_mult = 0.1
archer_cavalry_pursuit_mult = 0.1
}
parameters = {
camp_unlocks_head_groom_officer = yes
camp_cheaper_cavalry_reinforcement = yes
}
ai_value = {
value = camp_building_ai_base_t2
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_porters = { # Porters
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_porters_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_porters_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
provisions_capacity_mult = 0.25
supply_capacity_mult = 0.25
knight_effectiveness_per_stewardship = 0.01
}
parameters = {
camp_recruit_porters_events = yes
camp_improved_reinforcement_from_gold = yes
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = {
OR = {
has_lifestyle = stewardship_lifestyle
has_lifestyle = martial_lifestyle
}
}
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_porters.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_porters.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_trackers = { # Trackers
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_trackers_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_trackers_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
movement_speed = 0.1
plains_provisions_use_mult = -0.25
jungle_provisions_use_mult = -0.25
forest_provisions_use_mult = -0.25
taiga_provisions_use_mult = -0.25
drylands_provisions_use_mult = -0.25
}
parameters = {
camp_unlocks_huntperson_officer = yes
camp_improved_tracker_contract_success = yes
camp_improves_gather_provisions_hunting = yes
}
ai_value = {
value = camp_building_ai_base_t3
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_trackers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_trackers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_kennel = { # Kennel
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_kennel_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_kennel_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = baggage_train_kennel.tt.ate_dogs
NOT = { has_character_flag = recently_ate_dogs }
}
}
character_modifier = {
courtier_opinion = 5
skirmishers_damage_mult = 0.2
skirmishers_pursuit_mult = 0.2
}
parameters = {
camp_unlocks_kennelperson_officer = yes
camp_unlocks_adopt_a_kennel_dog_decision = yes
}
ai_value = { value = camp_building_ai_base_t1 }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_siege_engineers = { # Siege Engineers
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_siege_engineers_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_siege_engineers_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = baggage_train_siege_engineers.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_baggage_train_siege_engineers
}
}
character_modifier = {
siege_weapon_siege_value_mult = 0.25
}
parameters = {
camp_unlocks_chief_engineer_officer = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_siege_engineers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_siege_engineers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_shrine = { # Shrine
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_shrine_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_shrine_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
domicile_monthly_piety_add = 0.25
same_faith_opinion = 5
learning = 1
}
parameters = {
camp_enable_conversion = yes
}
parameters = {
camp_unlocks_camp_priest_officer = yes
}
ai_value = {
value = camp_building_ai_base_t3
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = { has_trait = cynical }
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_scribes = { # Scribes
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_scribes_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_scribes_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = baggage_train_scribes.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_baggage_train_scribes
}
}
character_modifier = {
learning_per_prestige_level = 1
}
parameters = {
camp_improved_learning_contract_rewards = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_bartering_grounds = { # Bartering Grounds
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_bartering_grounds_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_bartering_grounds_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
monthly_stewardship_lifestyle_xp_gain_mult = 0.25
}
parameters = {
camp_improved_stewardship_contract_rewards = yes
camp_unlocks_pawn_gear_interaction = yes
}
ai_value = {
value = camp_building_ai_base_t4
if = {
limit = {
owner = { has_lifestyle = stewardship_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_proof_of_claims = { # Proof of Claims
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_proof_of_claims_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_proof_of_claims_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = baggage_train_proof_of_claims.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_baggage_train_proof_of_claims
}
}
character_modifier = {
diplomacy_per_prestige_level = 1
}
parameters = {
camp_unlocks_witness_officer = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_ransom_cages = { # Ransom Cages
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_ransom_cages_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_ransom_cages_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = baggage_train_ransom_cages.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_baggage_train_ransom_cages
}
}
character_modifier = {}
parameters = {
camp_unlocks_person_haggler_officer = yes
camp_reduced_prisoner_escape_chance = yes
camp_unlocks_abduct_scheme = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = intrigue_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_ransom_cages.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_ransom_cages.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_negotiators = { # Negotiators
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_negotiators_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_negotiators_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = baggage_train_negotiators.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_baggage_train_negotiators
}
}
character_modifier = {
monthly_diplomacy_lifestyle_xp_gain_mult = 0.25
}
parameters = {
camp_improves_wipe_slate_decision = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_ascetics = { # Ascetics
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_ascetics_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_ascetics_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = baggage_train_ascetics.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_baggage_train_ascetics
}
}
character_modifier = {
monthly_learning_lifestyle_xp_gain_mult = 0.25
domicile_monthly_piety_add = 3
holy_order_hire_cost_mult = -0.5
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
baggage_train_pleasure_tents = { # Pleasure Tents
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = baggage_train_01
cost = { gold = baggage_train_pleasure_tents_domicile_building_gold_cost_value }
refund = {
gold = {
value = baggage_train_pleasure_tents_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
courtier_opinion = 10
stress_loss_mult = 0.1
intrigue_scheme_phase_duration = -10
monthly_intrigue_lifestyle_xp_gain_mult = 0.25
fertility = 0.2
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_pleasure_tents.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_pleasure_tents.dds"
texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
}
}
### Mess Tent - Morsels & Morale
mess_tent_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp }
cost = { gold = mess_tent_01_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
courtier_and_guest_opinion = 3
stress_loss_mult = 0.05
prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value
}
parameters = {
camp_unlocks_camp_cook_officer = yes
camp_improves_gather_provisions_decision = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = mess_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
mess_tent_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = mess_tent_01
internal_slots = 1
cost = { gold = mess_tent_02_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_02_domicile_building_gold_cost_value
add = mess_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
courtier_and_guest_opinion = 3
stress_loss_mult = 0.05
prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value
}
parameters = {
camp_unlocks_camp_cook_officer = yes
camp_improves_gather_provisions_decision = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = mess_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
mess_tent_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = mess_tent_02
internal_slots = 2
cost = { gold = mess_tent_03_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_03_domicile_building_gold_cost_value
add = mess_tent_02_domicile_building_gold_cost_value
add = mess_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
courtier_and_guest_opinion = 3
stress_loss_mult = 0.05
prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value
}
parameters = {
camp_unlocks_camp_cook_officer = yes
camp_improves_gather_provisions_decision = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = mess_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
mess_tent_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp }
previous_building = mess_tent_03
internal_slots = 2
cost = { gold = mess_tent_04_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_04_domicile_building_gold_cost_value
add = mess_tent_03_domicile_building_gold_cost_value
add = mess_tent_02_domicile_building_gold_cost_value
add = mess_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
courtier_and_guest_opinion = 3
stress_loss_mult = 0.05
prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value
}
parameters = {
camp_unlocks_camp_cook_officer = yes
camp_improves_gather_provisions_decision = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = mess_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
mess_tent_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp }
previous_building = mess_tent_04
internal_slots = 3
cost = { gold = mess_tent_05_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_05_domicile_building_gold_cost_value
add = mess_tent_04_domicile_building_gold_cost_value
add = mess_tent_03_domicile_building_gold_cost_value
add = mess_tent_02_domicile_building_gold_cost_value
add = mess_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
courtier_and_guest_opinion = 3
stress_loss_mult = 0.05
prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value
}
parameters = {
camp_unlocks_camp_cook_officer = yes
camp_improves_gather_provisions_decision = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = mess_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
mess_tent_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp }
previous_building = mess_tent_05
internal_slots = 3
cost = { gold = mess_tent_06_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_06_domicile_building_gold_cost_value
add = mess_tent_05_domicile_building_gold_cost_value
add = mess_tent_04_domicile_building_gold_cost_value
add = mess_tent_03_domicile_building_gold_cost_value
add = mess_tent_02_domicile_building_gold_cost_value
add = mess_tent_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
courtier_and_guest_opinion = 3
stress_loss_mult = 0.05
prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value
}
parameters = {
camp_unlocks_camp_cook_officer = yes
camp_improves_gather_provisions_decision = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = { value = mess_tent_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
# Upgrades
mess_tent_herbalists = { # Herbalists
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = mess_tent_01
cost = { gold = mess_tent_herbalists_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_herbalists_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
}
parameters = {
camp_unlocks_chief_forager_officer = yes
camp_unlocks_poisoner_scheme_agents = yes
camp_improves_gather_provisions_foraging = yes
}
ai_value = {
value = camp_building_ai_base_t3
if = {
limit = {
owner = { has_lifestyle = stewardship_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_herbalists.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_herbalists.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
mess_tent_brewers = { # Brewers
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = mess_tent_01
cost = { gold = mess_tent_brewers_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_brewers_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
domicile_monthly_gold_add = 0.3
courtier_opinion = 10
epidemic_resistance = 5
}
parameters = {
camp_unlocks_chief_forager_officer = yes
camp_unlocks_camp_party_food_option = yes
}
ai_value = {
value = camp_building_ai_base_t2
if = {
limit = {
owner = { has_lifestyle = stewardship_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
mess_tent_curers = { # Curers
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = mess_tent_01
cost = { gold = mess_tent_curers_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_curers_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
provisions_capacity_mult = 0.5
supply_capacity_mult = 0.25
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = stewardship_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_curers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_curers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
mess_tent_bakers = { # Bakers
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = mess_tent_01
cost = { gold = mess_tent_bakers_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_bakers_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
courtier_opinion = 10
skirmishers_pursuit_mult = 0.4
light_cavalry_pursuit_mult = 0.4
archer_cavalry_pursuit_mult = 0.4
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = stewardship_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
mess_tent_cooks = { # Cooks
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = mess_tent_01
cost = { gold = mess_tent_cooks_domicile_building_gold_cost_value }
refund = {
gold = {
value = mess_tent_cooks_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
courtier_opinion = 20
provisions_use_mult = -0.25
heavy_cavalry_pursuit_mult = 0.4
heavy_infantry_pursuit_add = 5
}
parameters = {
camp_improved_camp_party_activity_gains = yes
}
ai_value = {
value = camp_building_ai_base_t4
if = {
limit = {
owner = { has_lifestyle = stewardship_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
}
}
### Campfire - Entertainment & Intrigue
camp_fire_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp }
cost = { gold = camp_fire_01_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
knight_limit = 1
knight_effectiveness_mult = 0.02
men_at_arms_cap = 1
}
parameters = {
camp_better_scout_for_talent = yes
fireside_chat_intent_unlock = yes
}
ai_value = { value = camp_fire_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = camp_fire_01
internal_slots = 1
cost = { gold = camp_fire_02_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_02_domicile_building_gold_cost_value
add = camp_fire_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
knight_limit = 1
knight_effectiveness_mult = 0.02
}
parameters = {
camp_better_scout_for_talent = yes
fireside_chat_intent_unlock = yes
}
ai_value = { value = camp_fire_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = camp_fire_02
internal_slots = 2
cost = { gold = camp_fire_03_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_03_domicile_building_gold_cost_value
add = camp_fire_02_domicile_building_gold_cost_value
add = camp_fire_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
knight_limit = 1
knight_effectiveness_mult = 0.02
}
parameters = {
camp_better_scout_for_talent = yes
fireside_chat_intent_unlock = yes
}
ai_value = { value = camp_fire_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp }
previous_building = camp_fire_03
internal_slots = 2
cost = { gold = camp_fire_04_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_04_domicile_building_gold_cost_value
add = camp_fire_03_domicile_building_gold_cost_value
add = camp_fire_02_domicile_building_gold_cost_value
add = camp_fire_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
knight_limit = 1
knight_effectiveness_mult = 0.02
men_at_arms_cap = 1
}
parameters = {
camp_better_scout_for_talent = yes
fireside_chat_intent_unlock = yes
}
ai_value = { value = camp_fire_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp }
previous_building = camp_fire_04
internal_slots = 3
cost = { gold = camp_fire_05_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_05_domicile_building_gold_cost_value
add = camp_fire_04_domicile_building_gold_cost_value
add = camp_fire_03_domicile_building_gold_cost_value
add = camp_fire_02_domicile_building_gold_cost_value
add = camp_fire_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
knight_limit = 1
knight_effectiveness_mult = 0.02
}
parameters = {
camp_better_scout_for_talent = yes
fireside_chat_intent_unlock = yes
}
ai_value = { value = camp_fire_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp }
previous_building = camp_fire_05
internal_slots = 3
cost = { gold = camp_fire_06_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_06_domicile_building_gold_cost_value
add = camp_fire_05_domicile_building_gold_cost_value
add = camp_fire_04_domicile_building_gold_cost_value
add = camp_fire_03_domicile_building_gold_cost_value
add = camp_fire_02_domicile_building_gold_cost_value
add = camp_fire_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
knight_limit = 1
knight_effectiveness_mult = 0.02
}
parameters = {
camp_better_scout_for_talent = yes
fireside_chat_intent_unlock = yes
}
ai_value = { value = camp_fire_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
# Upgrades
camp_fire_trailing_musicians = { # Trailing Musicians
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = camp_fire_01
cost = { gold = camp_fire_trailing_musicians_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_trailing_musicians_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
knight_effectiveness_per_diplomacy = 0.01
}
parameters = {
camp_unlocks_master_bard_officer = yes
camp_improved_musician_scheme_agent = yes
}
ai_value = {
value = camp_building_ai_base_t4
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_trailing_musicians.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_trailing_musicians.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_wandering_poets = { # Wandering Poets
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = camp_fire_01
cost = { gold = camp_fire_wandering_poets_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_wandering_poets_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
knight_effectiveness_per_intrigue = 0.01
}
parameters = {
camp_unlocks_master_bard_officer = yes
camp_more_likely_to_become_poet = yes
camp_improved_poet_scheme_agent = yes
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_wandering_poets.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_wandering_poets.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_capering_fools = { # Capering Fools
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = camp_fire_01
cost = { gold = camp_fire_capering_fools_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_capering_fools_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
stress_loss_mult = 0.1
}
parameters = {
camp_improves_stooge_officer = yes
camp_recruit_fool_events = yes
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_capering_fools.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_capering_fools.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_libations_for_the_lost = { # Libations for the Lost
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = camp_fire_01
cost = { gold = camp_fire_libations_for_the_lost_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_libations_for_the_lost_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
courtier_opinion = 5
stress_gain_mult = -0.2
domicile_monthly_piety_add = 0.1
knight_effectiveness_per_learning = 0.01
}
ai_value = {
value = camp_building_ai_base_t3
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_libations_for_the_lost.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_libations_for_the_lost.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_local_hangers_on = { # Local Hangers-On
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = camp_fire_01
cost = { gold = camp_fire_local_hangers_on_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_local_hangers_on_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = camp_fire_local_hangers_on.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_camp_fire_local_hangers_on
}
}
character_modifier = {
contract_scheme_phase_duration_add = -10
monthly_intrigue_lifestyle_xp_gain_add = 25
}
parameters = {
camp_recruit_locals_events = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_future_dreams = { # Future Dreams
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = camp_fire_01
cost = { gold = camp_fire_future_dreams_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_future_dreams_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = camp_fire_future_dreams.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_camp_fire_future_dreams
}
}
character_modifier = {
knight_limit = 2
knight_effectiveness_per_diplomacy = 0.02
}
parameters = {
camp_unlock_trade_oath_interaction = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = diplomacy_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_future_dreams.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_future_dreams.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_nightly_debates = { # Nightly Debates
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = camp_fire_01
cost = { gold = camp_fire_nightly_debates_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_nightly_debates_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = camp_fire_nightly_debates.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_camp_fire_nightly_debates
}
}
character_modifier = {
monthly_prestige_gain_per_court_position_add = 0.15
learning_scheme_phase_duration = major_scheme_phase_duration_bonus_value
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_debates.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_debates.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
camp_fire_juicy_rumors = { # Juicy Rumors
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = camp_fire_01
cost = { gold = camp_fire_juicy_rumors_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_fire_juicy_rumors_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = camp_fire_juicy_rumors.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_camp_fire_juicy_rumors
}
}
character_modifier = {
intrigue = 4
}
parameters = {
camp_improved_criminal_contract_rewards = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = intrigue_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
}
}
### Proving Grounds - Training & Recruitment
proving_grounds_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp }
cost = { gold = proving_grounds_01_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
men_at_arms_limit = 1
maa_damage_mult = 0.01
}
parameters = {
camp_unlocks_master_of_arms_officer = yes
}
ai_value = { value = proving_grounds_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
internal_slots = 2
cost = { gold = proving_grounds_02_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_02_domicile_building_gold_cost_value
add = proving_grounds_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
maa_damage_mult = 0.01
men_at_arms_recruitment_cost = -0.05
}
parameters = {
camp_unlocks_master_of_arms_officer = yes
}
ai_value = { value = proving_grounds_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_02
internal_slots = 3
cost = { gold = proving_grounds_03_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_03_domicile_building_gold_cost_value
add = proving_grounds_02_domicile_building_gold_cost_value
add = proving_grounds_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
maa_damage_mult = 0.02
}
parameters = {
camp_unlocks_master_of_arms_officer = yes
}
ai_value = { value = proving_grounds_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp}
previous_building = proving_grounds_03
internal_slots = 4
cost = { gold = proving_grounds_04_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_04_domicile_building_gold_cost_value
add = proving_grounds_03_domicile_building_gold_cost_value
add = proving_grounds_02_domicile_building_gold_cost_value
add = proving_grounds_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
men_at_arms_limit = 1
maa_damage_mult = 0.02
men_at_arms_recruitment_cost = -0.05
}
parameters = {
camp_unlocks_master_of_arms_officer = yes
}
ai_value = { value = proving_grounds_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp}
previous_building = proving_grounds_04
internal_slots = 5
cost = { gold = proving_grounds_05_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_05_domicile_building_gold_cost_value
add = proving_grounds_04_domicile_building_gold_cost_value
add = proving_grounds_03_domicile_building_gold_cost_value
add = proving_grounds_02_domicile_building_gold_cost_value
add = proving_grounds_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
maa_damage_mult = 0.04
}
parameters = {
camp_unlocks_master_of_arms_officer = yes
}
ai_value = { value = proving_grounds_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp}
previous_building = proving_grounds_05
internal_slots = 6
cost = { gold = proving_grounds_06_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_06_domicile_building_gold_cost_value
add = proving_grounds_05_domicile_building_gold_cost_value
add = proving_grounds_04_domicile_building_gold_cost_value
add = proving_grounds_03_domicile_building_gold_cost_value
add = proving_grounds_02_domicile_building_gold_cost_value
add = proving_grounds_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
maa_damage_mult = 0.04
men_at_arms_recruitment_cost = -0.05
}
parameters = {
camp_unlocks_master_of_arms_officer = yes
}
ai_value = { value = proving_grounds_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
# Upgrades
proving_grounds_horse_run = { # Horse Run
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_horse_run_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_horse_run_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
light_cavalry_damage_mult = 0.3
light_cavalry_screen_mult = 0.3
}
parameters = {
camp_unlocks_light_cavalry_captain_officer = yes
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = {
number_maa_regiments_of_base_type:light_cavalry <= 0
}
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_camel_run = { # Camel Run
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_camel_run_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_camel_run_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
culture ?= { has_innovation = innovation_war_camels }
}
character_modifier = {
camel_cavalry_toughness_mult = 0.3
camel_cavalry_screen_mult = 0.3
}
parameters = {
camp_unlocks_camelry_captain_officer = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = {
number_maa_regiments_of_base_type:camel_cavalry <= 0
}
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_elephantry_reserve = { # Elephantry Reserve
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
domicile.domicile_location ?= { geographical_region = world_innovation_elephants }
custom_tooltip = {
text = proving_grounds_elephantry_reserve.tt.ate_elephants
NOT = { has_character_flag = recently_ate_elephants }
}
}
character_modifier = {}
parameters = {
camp_unlocks_elephantry_captain_officer = yes
camp_reinforce_elephant_regiments_anywhere = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_nightly_barding_drills = { # Nightly Barding Drills
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
heavy_cavalry_toughness_mult = 0.1
heavy_cavalry_damage_mult = 0.1
}
parameters = {
camp_unlocks_heavy_cavalry_captain_officer = yes
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = {
number_maa_regiments_of_base_type:heavy_cavalry <= 0
}
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_barding_drills.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_barding_drills.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_life_in_the_saddle = { # Life in the Saddle
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = proving_grounds_life_in_the_saddle_horse_archers_tt
any_maa_regiment = {
OR = {
is_maa_type = horse_archers
is_maa_type = heavy_horse_archers
}
}
}
}
character_modifier = {
archer_cavalry_damage_mult = 0.15
archer_cavalry_toughness_mult = 0.15
archer_cavalry_screen_mult = 0.4
}
parameters = {
camp_unlocks_horse_archer_captain_officer = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = {
number_maa_regiments_of_base_type:archer_cavalry <= 0
}
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_the_stump = { # The Stump
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_the_stump_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_the_stump_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
archers_damage_mult = 0.3
archers_pursuit_add = 5
}
parameters = {
camp_unlocks_archer_captain_officer = yes
}
ai_value = {
value = camp_building_ai_base_t3
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = {
number_maa_regiments_of_base_type:archers <= 0
}
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_the_stump.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_the_stump.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_personal_bouts = { # Personal Bouts
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_personal_bouts_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_personal_bouts_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
heavy_infantry_toughness_mult = 0.2
heavy_infantry_damage_mult = 0.3
heavy_infantry_screen_mult = 0.4
}
parameters = {
camp_unlocks_heavy_infantry_captain_officer = yes
}
ai_value = {
value = camp_building_ai_base_t3
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = {
number_maa_regiments_of_base_type:heavy_infantry <= 0
}
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_personal_bouts.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_personal_bouts.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_training_circle = { # Training Circle
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_training_circle_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_training_circle_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
skirmishers_toughness_mult = 0.3
skirmishers_pursuit_mult = 0.3
skirmishers_damage_mult = 0.3
}
parameters = {
camp_unlocks_light_infantry_captain_officer = yes
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = {
number_maa_regiments_of_base_type:skirmishers <= 0
}
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_training_circle.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_training_circle.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_mock_battle_drills = { # Mock Battle Drills
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
pikemen_toughness_mult = 0.3
pikemen_damage_mult = 0.2
}
parameters = {
camp_unlocks_pike_captain_officer = yes
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
if = {
limit = {
owner = {
number_maa_regiments_of_base_type:pikemen <= 0
}
}
multiply = 0
}
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mock_battle_drill.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mock_battle_drill.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_lockwagon = { # Lockwagon
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_lockwagon_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_lockwagon_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = proving_grounds_lockwagon.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_proving_grounds_lockwagon
}
}
character_modifier = {
men_at_arms_limit = 1
}
parameters = {
camp_unlocks_master_of_spoils_officer = yes
camp_improved_mercenary_contract_rewards = yes
camp_improved_entice_local_mercenaries = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = intrigue_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_martial_study = { # Martial Study
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_martial_study_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_martial_study_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = proving_grounds_martial_study.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_proving_grounds_martial_study
}
}
character_modifier = {
max_combat_roll = 5
monthly_martial_lifestyle_xp_gain_add = 1
monthly_learning_lifestyle_xp_gain_add = 1
knight_effectiveness_per_learning = 0.01
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_the_stick_game = { # The Stick Game
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_the_stick_game_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_the_stick_game_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = proving_grounds_the_stick_game.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_proving_grounds_the_stick_game
}
}
character_modifier = {
knight_effectiveness_per_intrigue = 0.01
owned_scheme_secrecy_add = 20
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = intrigue_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
proving_grounds_bodyguard_drills = { # Bodyguard Drills
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp}
previous_building = proving_grounds_01
cost = { gold = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value }
refund = {
gold = {
value = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = proving_grounds_bodyguard_drills.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_proving_grounds_bodyguard_drills
}
}
character_modifier = {
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
scheme_discovery_chance_mult = 0.15
}
parameters = {
camp_unlocks_handpicked_faithful_maa_type = yes
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_bodyguard_drills.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_bodyguard_drills.dds"
texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
}
}
### Perimeter - Defence & Counter-espionage
camp_perimeter_01 = {
internal_slots = 1
construction_time = @camp_building_main_slot_construction_duration_t1
allowed_domicile_types = { camp }
cost = { gold = camp_perimeter_01_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_safety = 3
enemy_hostile_scheme_success_chance_max_add = -5
character_travel_speed = 5
domicile_travel_speed = 0.05
}
parameters = {
camp_unlocks_forward_scouts = yes
}
ai_value = { value = camp_perimeter_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp }
previous_building = camp_perimeter_01
internal_slots = 2
cost = { gold = camp_perimeter_02_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_02_domicile_building_gold_cost_value
add = camp_perimeter_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_safety = 3
enemy_hostile_scheme_success_chance_max_add = -5
character_travel_speed = 5
domicile_travel_speed = 0.05
}
parameters = {
camp_unlocks_forward_scouts = yes
}
ai_value = { value = camp_perimeter_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = camp_perimeter_02
internal_slots = 3
cost = { gold = camp_perimeter_03_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_03_domicile_building_gold_cost_value
add = camp_perimeter_02_domicile_building_gold_cost_value
add = camp_perimeter_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_safety = 3
enemy_hostile_scheme_success_chance_max_add = -5
character_travel_speed = 5
domicile_travel_speed = 0.05
}
parameters = {
camp_unlocks_forward_scouts = yes
}
ai_value = { value = camp_perimeter_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp }
previous_building = camp_perimeter_03
internal_slots = 3
cost = { gold = camp_perimeter_04_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_04_domicile_building_gold_cost_value
add = camp_perimeter_03_domicile_building_gold_cost_value
add = camp_perimeter_02_domicile_building_gold_cost_value
add = camp_perimeter_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_safety = 3
enemy_hostile_scheme_success_chance_max_add = -5
character_travel_speed = 5
domicile_travel_speed = 0.05
}
parameters = {
camp_unlocks_forward_scouts = yes
}
ai_value = { value = camp_perimeter_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp }
previous_building = camp_perimeter_04
internal_slots = 3
cost = { gold = camp_perimeter_05_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_05_domicile_building_gold_cost_value
add = camp_perimeter_04_domicile_building_gold_cost_value
add = camp_perimeter_03_domicile_building_gold_cost_value
add = camp_perimeter_02_domicile_building_gold_cost_value
add = camp_perimeter_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_safety = 3
enemy_hostile_scheme_success_chance_max_add = -5
character_travel_speed = 5
domicile_travel_speed = 0.05
}
parameters = {
camp_unlocks_forward_scouts = yes
}
ai_value = { value = camp_perimeter_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp }
previous_building = camp_perimeter_05
internal_slots = 3
cost = { gold = camp_perimeter_06_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_06_domicile_building_gold_cost_value
add = camp_perimeter_05_domicile_building_gold_cost_value
add = camp_perimeter_04_domicile_building_gold_cost_value
add = camp_perimeter_03_domicile_building_gold_cost_value
add = camp_perimeter_02_domicile_building_gold_cost_value
add = camp_perimeter_01_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
character_travel_safety = 3
enemy_hostile_scheme_success_chance_max_add = -5
character_travel_speed = 5
domicile_travel_speed = 0.05
}
parameters = {
camp_unlocks_forward_scouts = yes
}
ai_value = { value = camp_perimeter_main_path_value }
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
# Upgrades
camp_perimeter_good_siting = { # Good Siting
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = camp_perimeter_01
cost = { gold = camp_perimeter_good_siting_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_good_siting_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
scheme_discovery_chance_mult = 0.1
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_good_siting.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_good_siting.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_fixed_layout = { # Fixed Layout
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = camp_perimeter_01
cost = { gold = camp_perimeter_fixed_layout_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_fixed_layout_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
domicile_travel_speed = 0.25
men_at_arms_limit = 1
}
ai_value = {
value = camp_building_ai_base_t2
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_fixed_layout.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_fixed_layout.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_extra_watch = { # Extra Watch
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = camp_perimeter_01
cost = { gold = camp_perimeter_extra_watch_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_extra_watch_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = camp_perimeter_extra_watch.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_camp_perimeter_extra_watch
}
}
character_modifier = {
enemy_hostile_scheme_phase_duration_add = major_scheme_phase_duration_malus_value
scheme_discovery_chance_mult = 0.1
archers_damage_mult = 0.1
archer_cavalry_damage_mult = 0.05
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = intrigue_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_palisade = { # Palisade
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = camp_perimeter_01
cost = { gold = camp_perimeter_palisade_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_palisade_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = camp_perimeter_palisade.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_camp_perimeter_palisade
}
}
character_modifier = {
enemy_hostile_scheme_success_chance_max_add = -10
character_travel_safety_mult = 0.1
hard_casualty_modifier = -0.1
}
ai_value = {
value = camp_building_ai_base_t3
if = {
limit = {
owner = { has_lifestyle = intrigue_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_palisade.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_palisade_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_palisade.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_ditch = { # Ditch
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp }
previous_building = camp_perimeter_01
cost = { gold = camp_perimeter_ditch_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_ditch_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
can_construct = {
custom_tooltip = {
text = camp_perimeter_ditch.tt.unlocked_by_purpose
has_realm_law_flag = unlocks_camp_perimeter_ditch
}
}
character_modifier = {
retreat_losses = -0.3
defender_advantage = 5
}
ai_value = {
value = camp_building_ai_base_t5
if = {
limit = {
owner = { has_lifestyle = martial_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_ditch_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_ditch_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_ditch.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}
camp_perimeter_camp_hygiene = { # Camp Hygiene
slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp }
previous_building = camp_perimeter_01
cost = { gold = camp_perimeter_camp_hygiene_domicile_building_gold_cost_value }
refund = {
gold = {
value = camp_perimeter_camp_hygiene_domicile_building_gold_cost_value
multiply = camp_refund_mult_value
floor = yes
}
}
character_modifier = {
epidemic_travel_danger = -15
}
ai_value = {
value = camp_building_ai_base_t1
if = {
limit = {
owner = { has_lifestyle = learning_lifestyle }
}
add = camp_building_ai_lifestyle_bias_value
}
multiply = 10
}
asset = {
trigger = {
owner.culture = {
OR = {
has_graphical_chinese_culture_group_trigger = yes
has_graphical_japanese_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds"
texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
}
}