N3OW/common/buildings/NEOW_special_buildings.txt
GoTouchSomeGrass314 e3205e41ce Added several special buildings
These special buildings are open for change and most of the icons are temporary so if you find/create a better one, feel free to change it. Special buildings added: Leuven University, Court of Europa, Walls of Nijmegen, Port of Amsterdam, Port of Antwerpen, Zone Rouge, Verdun Memorial. (one last thing, i am doing it for the first time, so i hope i dont break it)
2026-01-07 17:16:25 +01:00

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##########
# Fortress Monastery of Andorra
##########
fortress_andorra_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_falak_ol_aflak_citadel.dds"
can_construct_potential = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
}
is_enabled = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.1
zealot_opinion = 5
}
county_modifier = {
hostile_raid_time = 0.5
}
province_modifier = {
fort_level = 4
defender_holding_advantage = 4
monthly_income = 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_religious
}
##########
# Leuven University
##########
leuven_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_kingdom
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
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_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.15
cultural_head_fascination_mult = 0.05
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 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_learning
flag = special_university
}
##########
# Court of Europa
##########
court_of_europa_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_despot_palace.dds"
can_construct_potential = {
scope:holder = { prestige_level >= 4 }
scope:holder.has_title = { e_europa }
scope:holder.culture = { has_innovation = innovation_manorialism }
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 750
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.25
monthly_dynasty_prestige_mult = 0.05
monthly_prestige = 0.25
legitimacy_gain_mult = 0.10
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.15
hostile_raid_time = 0.25
}
province_modifier = {
monthly_income = 2
fort_level = 2
garrison_size = 0.50
defender_holding_advantage = 3
travel_danger = -15
}
next_building = court_of_europa_02
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_diplomatic
}
court_of_europa_02 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_despot_palace.dds"
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder = { prestige_level >= 4 }
scope:holder.has_title = { e_europa }
scope:holder.culture = { has_innovation = innovation_windmills }
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 2000
county_holder_character_modifier = {
diplomacy_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.10
monthly_dynasty_prestige = 0.50
monthly_dynasty_prestige_mult = 0.10
monthly_prestige = 0.50
legitimacy_gain_mult = 0.15
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.20
development_growth_factor = 0.25
hostile_raid_time = 0.75
}
province_modifier = {
monthly_income = 3.50
fort_level = 5
garrison_size = 1
defender_holding_advantage = 5
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_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_diplomatic
}
##########
# Walls of Nijmegen
##########
walls_of_nijmegen_01 = {
construction_time = very_slow_construction_time
type_icon = "toledo.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_mottes }
building_requirement_tribal = no
}
cost_gold = 500
county_modifier = {
hostile_raid_time = 0.35
defender_holding_advantage = 2
development_growth_factor = 0.15
development_growth = 0.15
}
province_modifier = {
monthly_income = 1
fort_level = 2
garrison_size = 0.25
travel_danger = -15
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Port of Amsterdam
##########
port_of_amsterdam_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder.has_title = { d_holland }
}
cost_gold = 500
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1.50
}
next_building = port_of_amsterdam_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_amsterdam_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder.has_title = { d_holland }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 1000
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 4
}
next_building = port_of_amsterdam_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_amsterdam_03 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder.has_title = { d_holland }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 2000
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 9
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Port of Antwerpen
##########
port_of_antwerpen_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder.has_title = { d_brabant }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
}
next_building = port_of_antwerpen_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_antwerpen_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder.has_title = { d_brabant }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 3
}
next_building = port_of_antwerpen_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_antwerpen_03 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder.has_title = { d_brabant }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 7.50
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Zone Rouge - Area filled with unexlpoded munition and other dangerous things left from WW1, as of today its still dangerous and decomposing might take a few thousand years ; cannot be properly cleared without modern equipment
##########
zone_rouge_01 = {
construction_time = very_slow_construction_time
type_icon = "domicile_personal_chamber_yurt.dds"
can_construct_potential = {
}
cost_gold = 50
county_modifier = {
development_growth_factor = -0.05
tax_mult = -0.05
}
province_modifier = {
travel_danger = 10
defender_holding_advantage = 1
holding_build_gold_cost = 0.1
build_gold_cost = 0.1
build_speed = 0.1
}
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
}
##########
# Verdun Memorial
##########
verdun_memorial_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_wawel_cathedral.dds"
can_construct_potential = {
scope:holder = {
OR = { religion = religion:europeanist_religion }
}
}
is_enabled = {
scope:holder = {
OR = { religion = religion:europeanist_religion }
}
}
cost_gold = 750
county_holder_character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
holy_order_hire_cost_mult = -0.10
clergy_opinion = 5
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
monthly_income = 1.50
}
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
}
##########
# Template
##########