N3OW/common/buildings/ccp3_special_buildings.txt
2026-01-06 14:25:21 +01:00

1127 lines
31 KiB
Text

#######
# Drassanes
##########
drassanes_01 = {
asset = {
type = entity
name = "building_special_drassanes_01_entity"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = { building_requirement_tribal = no }
can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } }
cost_gold = 1000
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.25
levy_reinforcement_rate = 0.1
}
county_modifier = {
development_growth_factor = 0.15
development_growth = 0.15
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Great Kyz Kala
##########
kyz_kala_01 = {
effect_desc = feast_cost_discount_max_desc
asset = {
type = pdxmesh
name = "building_special_kyz_kala_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_kyz_kala.dds"
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_mult = 0.05
}
county_modifier = {
hostile_raid_time = 0.5
travel_danger = -20
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_wonder
}
##########
# Cluny Abbey
##########
cluny_abbey_01 = {
asset = {
type = pdxmesh
name = "building_special_cluny_abbey_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cluny_abbey.dds"
next_building = cluny_abbey_02
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_crop_rotation } }
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
cost_gold = 1000
county_holder_character_modifier = {
learning = 1
monthly_piety_gain_mult = 0.1
faith_creation_piety_cost_mult = -0.15
}
county_modifier = {
development_growth_factor = 0.15
monthly_county_control_growth_factor = 0.1
}
province_modifier = {
monthly_income = 1.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t1_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
flag = special_university
}
cluny_abbey_02 = {
asset = {
type = pdxmesh
name = "building_special_cluny_abbey_02_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cluny_abbey.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } }
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_piety_level = 1
monthly_piety_gain_mult = 0.2
faith_creation_piety_cost_mult = -0.25
}
county_modifier = {
development_growth_factor = 0.25
monthly_county_control_growth_factor = 0.2
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t2_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Walls of York
##########
york_walls_01 = {
asset = {
type = pdxmesh
name = "building_special_york_walls_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_york_walls.dds"
cost_gold = 1000
character_modifier = {
owned_legend_spread_mult = 0.15
}
county_modifier = {
hostile_raid_time = 0.5
supply_limit_mult = 0.15
travel_danger = -20
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
fort_level = good_building_fort_level_tier_2
garrison_size = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Great Mosque of Damascus
##########
damascus_mosque_01 = {
asset = {
type = pdxmesh
name = "building_special_damascus_mosque_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_damascus_mosque.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder = { religion = religion:islam_religion }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
cost_gold = 1000
character_modifier = {
build_speed = -0.1
monthly_piety = 0.5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
monthly_county_control_growth_factor = 0.2
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t2_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Jokhang
##########
jokhang_01 = {
asset = {
type = pdxmesh
name = "building_special_jokhang_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_jokhang.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } }
cost_gold = 1000
county_holder_character_modifier = {
monthly_piety_gain_per_dread_add = 0.02
monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
monthly_lifestyle_xp_gain_mult = 0.1
}
county_modifier = {
county_opinion_add = 10
development_growth = 0.2
monthly_county_control_growth_add = 0.2
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Wartburg
##########
wartburg_01 = {
asset = {
type = pdxmesh
name = "building_special_wartburg_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_wartburg.dds"
can_construct_potential = { building_requirement_tribal = no }
can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } }
cost_gold = 1000
character_modifier = {
diplomacy = 1
prestige_level_impact_mult = 0.5
}
county_modifier = {
travel_danger = -20
hostile_raid_time = 0.5
}
province_modifier = {
fort_level = normal_building_fort_level_tier_3
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Beta Giyorgis
##########
beta_giyorgis_01 = {
asset = {
type = pdxmesh
name = "building_special_beta_giyorgis_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_beta_giyorgis.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } }
cost_gold = 1000
county_holder_character_modifier = {
piety_level_impact_mult = 0.5
legitimacy_gain_mult = 0.1
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.3
}
province_modifier = {
monthly_income = 2
defender_holding_advantage = normal_building_advantage_tier_2
build_speed = -0.1
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Holy Wisdom of Novgorod
##########
holy_wisdom_01 = {
asset = {
type = pdxmesh
name = "building_special_holy_wisdom_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_holy_wisdom.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_crop_rotation } }
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
martial_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.1
monthly_county_control_growth_factor = 0.1
}
province_modifier = {
travel_danger = -20
monthly_income = 2
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Kano Earthworks
##########
kano_walls_01 = {
asset = {
type = pdxmesh
name = "building_special_kano_walls_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_kano_walls.dds"
cost_gold = 1000
can_construct = { scope:holder.culture = { has_innovation = innovation_motte } }
character_modifier = {
stewardship = 1
}
county_modifier = {
hostile_raid_time = 1
development_growth_factor = 0.2
development_growth = 0.2
tax_mult = 0.2
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
fort_level = good_building_fort_level_tier_1
garrison_size = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Somapura University
##########
somapura_university_01 = {
asset = {
type = pdxmesh
name = "building_special_somapura_university_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_somapura_university.dds"
can_construct_potential = { building_university_requirement = yes building_requirement_tribal = no }
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_piety_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
stress_loss_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Duomo Florence
##########
duomo_florence_01 = {
asset = {
type = pdxmesh
name = "building_special_duomo_florence_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_duomo_florence.dds"
next_building = duomo_florence_02
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.05
}
county_modifier = {
development_growth_factor = 0.05
development_growth = 0.05
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
duomo_florence_02 = {
asset = {
type = pdxmesh
name = "building_special_duomo_florence_02_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_duomo_florence.dds"
next_building = duomo_florence_03
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } }
cost_gold = 1000
character_modifier = {
stewardship = 1
monthly_piety_gain_mult = 0.05
}
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.1
}
province_modifier = {
monthly_income = 2
build_speed = -0.1
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
duomo_florence_03 = {
asset = {
type = pdxmesh
name = "building_special_duomo_florence_03_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_duomo_florence.dds"
next_building = duomo_florence_04
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_guilds } }
cost_gold = 1000
character_modifier = {
stewardship = 1
diplomacy = 1
monthly_piety_gain_mult = 0.1
republic_government_tax_contribution_mult = 0.05
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 3
build_speed = -0.2
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
duomo_florence_04 = {
asset = {
type = pdxmesh
name = "building_special_duomo_florence_04_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_duomo_florence.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } }
cost_gold = 1000
character_modifier = {
stewardship = 1
diplomacy = 1
learning = 1
monthly_prestige_gain_mult = 0.2
monthly_piety_gain_mult = 0.2
republic_government_tax_contribution_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 4
build_speed = -0.3
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Konark Sun Temple
##########
konark_temple_01 = {
asset = {
type = pdxmesh
name = "building_special_konark_temple_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_konark_temple.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } }
can_construct = { scope:holder.culture = { has_innovation = innovation_guilds } }
cost_gold = 1000
county_holder_character_modifier = {
monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05
legitimacy_gain_mult = 0.1
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 8
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# al-Qarawiyyin University
##########
al_qarawiyyin_university_01 = {
asset = {
type = pdxmesh
name = "building_special_al_qarawiyyin_university_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_al_qarawiyyin_university.dds"
can_construct_potential = { building_university_requirement = yes building_requirement_tribal = no }
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
character_modifier = {
diplomacy_per_piety_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Kairouan basins
##########
kairouan_basins_01 = {
asset = {
type = pdxmesh
name = "building_special_kairouan_basins_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_kairouan_basins.dds"
can_construct_potential = { building_requirement_tribal = no }
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
negate_health_penalty_add = 0.1
}
county_modifier = {
county_opinion_add = 20
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
hostile_raid_time = 0.5
defender_holding_advantage = normal_building_advantage_tier_2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Ghana Palace
##########
ghana_palace_01 = {
effect_desc = feast_cost_discount_max_desc
asset = {
type = pdxmesh
name = "building_special_ghana_palace_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_ghana_palace.dds"
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
vassal_tax_mult = 0.05
court_grandeur_baseline_add = 5
}
county_modifier = {
development_growth_factor = 0.1
monthly_county_control_growth_factor = 0.1
}
province_modifier = {
hostile_raid_time = 0.5
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_wonder
}
##########
# Visegrad
##########
visegrad_castle_01 = {
effect_desc = hunting_grounds_desc
asset = {
type = pdxmesh
name = "building_special_visegrad_castle_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_visegrad_castle.dds"
can_construct_potential = { building_requirement_tribal = no }
can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } }
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_mult = 0.05
monthly_diplomacy_lifestyle_xp_gain_mult = 0.1
}
county_modifier = {
travel_danger = -20
monthly_county_control_growth_factor = 0.2
}
province_modifier = {
fort_level = good_building_fort_level_tier_2
garrison_size = 0.2
stationed_maa_damage_mult = normal_maa_damage_tier_1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Archcollegiate Church of St. Mary and St. Alexius in Tum
##########
wawel_cathedral_01 = { #Collegiate Church of St. Mary and St. Alexius
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_wavel_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_wawel_cathedral_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_wawel_cathedral.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_crop_rotation } }
cost_gold = 400
character_modifier = {
#monthly_dynasty_prestige_mult = 0.05
monthly_piety_from_buildings_mult = 0.05
clergy_opinion = 2
}
county_modifier = {
development_growth_factor = 0.05
development_growth = 0.1
county_opinion_add = 5
}
province_modifier = {
monthly_income = 0.5
fort_level = 2
stationed_maa_toughness_mult = 0.05
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = wawel_cathedral_02
type = special
flag = travel_point_of_interest_religious
}
wawel_cathedral_02 = { #Archcollegiate Church of St. Mary and St. Alexius
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_wavel_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_wawel_cathedral_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_wawel_cathedral.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } }
cost_gold = 800
character_modifier = {
monthly_dynasty_prestige_mult = 0.02
monthly_piety_from_buildings_mult = 0.1
clergy_opinion = 4
}
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.2
county_opinion_add = 15
}
province_modifier = {
monthly_income = 1
fort_level = 4
stationed_maa_toughness_mult = 0.1
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = wawel_cathedral_03
type = special
flag = travel_point_of_interest_religious
}
wawel_cathedral_03 = { #Cathedral of St. Mary and St. Alexius - althistory upgrade
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_wavel_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_wawel_cathedral_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_wawel_cathedral.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } }
cost_gold = 1400
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_piety_from_buildings_mult = 0.2
clergy_opinion = 6
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
county_opinion_add = 15
}
province_modifier = {
monthly_income = 2
fort_level = 8
stationed_maa_toughness_mult = 0.2
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Vatapi Caves
##########
vatapi_caves_01 = {
asset = {
type = pdxmesh
name = "building_special_vatapi_caves_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_vatapi_caves.dds"
can_construct_potential = { building_requirement_tribal = no }
is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } }
cost_gold = 1000
character_modifier = {
monthly_piety = 2
stress_loss_mult = 0.2
monthly_lifestyle_xp_gain_mult = 0.1
rf_eastern_opinion = 5
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Golden fort of Jaisalmer
##########
jaisalmer_fort_01 = {
asset = {
type = pdxmesh
name = "building_special_jaisalmer_fort_01_mesh"
requires_dlc_flag = medieval_monuments
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_jaisalmer_fort.dds"
can_construct_potential = { building_requirement_tribal = no }
can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } }
cost_gold = 1000
county_holder_character_modifier = {
parochial_opinion = 5
desert_advantage = 6
desert_development_growth_factor = 0.2
}
county_modifier = {
travel_danger = -20
monthly_county_control_growth_factor = 0.2
}
province_modifier = {
fort_level = good_building_fort_level_tier_2
defender_holding_advantage = 4
garrison_size = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}