329 lines
No EOL
6.7 KiB
Text
329 lines
No EOL
6.7 KiB
Text
##########
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# Duchy Capital Buildings
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# These are built in the first barony of the first county of any duchy
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# Holding the associated duchy is required both to build, and for the buildings to be enabled
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##########
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# SPECIAL DUCHY BUILDINGS
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# We place these at the top to make them more visible in the building interface.
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##########################
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### WATER FILTER MILLS ###
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##########################
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water_filter_mills_01 = {
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construction_time = slow_construction_time
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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}
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can_construct_showing_failures_only = {
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culture ?= {
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has_innovation = innovation_manorialism
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_3_cost
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duchy_capital_county_modifier = {
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supply_limit_mult = 0.25
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levy_reinforcement_rate = 0.25
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development_growth_factor = 0.1
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tax_mult = 0.05
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}
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next_building = water_filter_mills_02
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type_icon = "icon_building_watermills.dds"
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type = duchy_capital
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flag = duchy_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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modifier = {
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factor = 2
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AND = {
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building_watermills_requirement_terrain = yes
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building_windmills_requirement_terrain = yes
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}
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}
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modifier = {
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factor = 2
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OR = {
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has_building_or_higher = watermills_01
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has_building_or_higher = windmills_01
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has_building_or_higher = caravanserai_01
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}
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}
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modifier = { # Fill all building slots before going for duchy buildings
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factor = 0
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free_building_slots > 0
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}
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modifier = { # Less likely when the AI should build regular buildings first
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factor = 0.1
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scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
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}
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}
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}
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water_filter_mills_02 = {
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construction_time = slow_construction_time
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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}
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can_construct_showing_failures_only = {
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culture ?= {
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has_innovation = innovation_windmills
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_4_cost
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duchy_capital_county_modifier = {
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supply_limit_mult = 0.5
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levy_reinforcement_rate = 0.5
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development_growth_factor = 0.2
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tax_mult = 0.10
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}
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next_building = water_filter_mills_03
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type = duchy_capital
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flag = duchy_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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water_filter_mills_03 = {
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construction_time = slow_construction_time
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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}
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can_construct_showing_failures_only = {
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culture ?= {
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has_innovation = innovation_cranes
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_5_cost
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duchy_capital_county_modifier = {
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supply_limit_mult = 1
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levy_reinforcement_rate = 1
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development_growth_factor = 0.3
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tax_mult = 0.15
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}
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type = duchy_capital
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flag = duchy_building
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flag = fully_upgraded_duchy_capital_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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#####################
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### Edenic garden ###
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#####################
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edenic_garden_01 = {
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construction_time = slow_construction_time
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effect_desc = edenic_garden_effect_desc #increases send gift opinion by +33%
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can_construct_potential = {
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building_requirement_tribal = no
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder = {
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rite = {
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rite_has_parameter = can_build_edenic_garden
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}
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}
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}
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is_enabled = {
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county.rite = { rite_has_parameter = can_build_edenic_garden }
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_3_cost
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character_modifier = {
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monthly_piety_gain_mult = 0.05
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stress_gain_mult = -0.10
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clergy_opinion = 5
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legitimacy_gain_mult = 0.05
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 5
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epidemic_resistance = 20
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}
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next_building = edenic_garden_02
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type_icon = "icon_building_royal_forest.dds"
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type = duchy_capital
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flag = duchy_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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modifier = { # Fill all building slots before going for duchy buildings
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factor = 0
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free_building_slots > 0
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}
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modifier = { # Less likely when the AI should build regular buildings first
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factor = 0.1
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scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
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}
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}
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}
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edenic_garden_02 = {
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construction_time = slow_construction_time
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effect_desc = edenic_garden_effect_desc
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can_construct_potential = {
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building_requirement_tribal = no
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder = {
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rite = {
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rite_has_parameter = can_build_edenic_garden
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}
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}
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}
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is_enabled = {
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county.rite = { rite_has_parameter = can_build_edenic_garden }
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_4_cost
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character_modifier = {
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monthly_piety_gain_mult = 0.10
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stress_gain_mult = -0.20
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clergy_opinion = 10
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legitimacy_gain_mult = 0.1
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 10
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epidemic_resistance = 30
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}
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next_building = edenic_garden_03
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type = duchy_capital
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flag = duchy_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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edenic_garden_03 = {
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construction_time = slow_construction_time
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effect_desc = edenic_garden_effect_desc
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can_construct_potential = {
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building_requirement_tribal = no
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder = {
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rite = {
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rite_has_parameter = can_build_edenic_garden
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}
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}
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}
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is_enabled = {
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county.rite = { rite_has_parameter = can_build_edenic_garden }
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_5_cost
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province_modifier = {
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monthly_income = good_building_tax_tier_4
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}
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character_modifier = {
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monthly_piety_gain_mult = 0.15
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stress_gain_mult = -0.30
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clergy_opinion = 15
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legitimacy_gain_mult = 0.15
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court_grandeur_baseline_add = 12
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 15
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epidemic_resistance = 40
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}
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type = duchy_capital
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flag = duchy_building
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flag = fully_upgraded_duchy_capital_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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} |