N3OW/common/buildings/00_special_buildings.txt
GoTouchSomeGrass314 0658d1a5c5 ALOT of special building stuff (only part 1)
Added: Birmingham Grand Market ; Port of Liverpool ; Port of Belfast ; Alnwick Castle
Removed: Belfast Cathedral ; Liverpool University
Added localization to all British special buildings
tweaked ALOT of special buildings (all around Britain, France and Switzerland, the special ports and universities, the mountain fortresses in the Alps)
Also moved the Bone Temple of Melar to the British special buildings
hope i didnt forget anything
2026-06-18 19:34:35 +02:00

11217 lines
206 KiB
Text

#Special Buildings:
#When adding Special Buildings also always add an entry in the following custom loc:
#GetSpecialBuildingNameFromProvince
#GetSpecialBuildingTouristDescriptor
#Special Building Flags:
#Effects, adding the flag is enough to have it working but you also need to add a tooltip using effect_desc
#special_university = unlocks effects for tournaments and book inspiration, as well other mechanical effects of universities
#holy_building = unlocks funeral bonuses
#Point of Interest flags (no further implementation needed after adding the flag)
#travel_point_of_interest_religious = this location will be a religious point of interest
#travel_point_of_interest_economic = this location will be an economic point of interest
#travel_point_of_interest_martial = this location will be a martial point of interest
#travel_point_of_interest_wonder = this location will be a wonder point of interest
#travel_point_of_interest_natural_feature = this location will be a natural feature point of interest
#travel_point_of_interest_diplomatic = this location will be a diplomatic point of interest
#travel_point_of_interest_learning = this location will be a learning point of interest
###########
## Generic Holy Site Buildings
###########
holy_site_cathedral_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "cp6_building_special_grand_cathedral_mesh"
requires_dlc_flag = holy_buildings
}
asset = {
type = pdxmesh
name = "building_special_cathedral_generic_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
holy_order_hire_cost_mult = -0.15
clergy_opinion = 5
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
holy_site_mosque_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_muslim.dds"
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
domain_tax_different_faith_mult = 0.15
levy_reinforcement_rate_same_faith = 0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
holy_site_fire_temple_01 = {
asset = {
type = entity
name = "building_special_cathedral_zoroastrian_01_a_entity"
}
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_fire_temple.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
domain_tax_different_faith_mult = 0.15
levy_reinforcement_rate_same_faith = 0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
holy_site_pagan_grand_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_cathedral_pagan_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_pagan.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
knight_effectiveness_mult = 0.15
levy_reinforcement_rate = 0.1
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
development_growth_factor = 0.2
development_growth = 0.15
}
levy = 500
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
holy_site_indian_grand_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_brihadeeswarar_temple_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_indian.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
holy_site_buddhist_grand_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "tgp_building_special_chinese_pagoda_03_mesh"
graphical_cultures = { chinese_building_gfx }
}
asset = {
type = pdxmesh
name = "tgp_building_special_japanese_pagoda_03_mesh"
graphical_cultures = { japanese_building_gfx }
}
asset = {
type = pdxmesh
name = "building_special_brihadeeswarar_temple_mesh"
graphical_cultures = { indian_building_gfx }
}
asset = {
type = pdxmesh
name = "building_special_brihadeeswarar_temple_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_buddhist.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
}
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 = holy_building
flag = religious_studies_location
}
holy_site_japanese_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "tgp_building_special_japanese_temple_03_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
}
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 = holy_building
flag = religious_studies_location
}
holy_site_chinese_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "tgp_building_special_chinese_temple_03_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_fogong_temple_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
}
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 = holy_building
flag = religious_studies_location
}
holy_site_se_asia_pagan_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "tgp_building_special_se_asia_pagan_temple_03_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_po_klong_garai.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
}
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 = holy_building
flag = religious_studies_location
}
holy_site_other_grand_temple_01 = {
asset = {
type = pdxmesh
name = "building_special_cathedral_generic_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_zoroastric.dds"
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.025
short_reign_duration_mult = -0.1
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
# NOTE: the custom loc key GetSpecialBuildingNameFromProvince in 00_building_custom_localization.txt pulls from this database. If a new special building is added here, please update the custom loc key!
##########
# Mahabodhi Temple
##########
holy_site_mahabodhi_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_mahabodhi_temple.dds"
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
learning_per_piety_level = 1
different_faith_opinion = 5
religious_vassal_opinion = 10
different_faith_county_opinion_mult = -0.2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Imam Ali Mosque
##########
holy_site_imam_ali_mosque_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_imam_ali_mosque.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.1
monthly_county_control_growth_factor = 0.1
same_faith_opinion = 5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Great Mosque of Mecca
##########
holy_site_great_mosque_of_mecca_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_great_mosque_of_mecca_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_mecca.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.1
monthly_county_control_growth_factor = 0.1
same_faith_opinion = 5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.35
development_growth = 0.5
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Great Mosque of Cordoba
##########
holy_site_great_mosque_of_cordoba_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "monument_mezquita_de_cordoba_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_cordoba.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_muslim_christian_or_holy_site_trigger
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
different_culture_opinion = 5
character_capital_county_monthly_development_growth_add = 0.2
monthly_piety = 0.5
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.15
levy_size = 0.15
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Great Mosque of Djenne
##########
holy_site_great_mosque_of_djenne_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_great_mosque_of_djenne_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_cordoba.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
build_gold_cost = -0.15
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.15
levy_size = 0.15
development_growth_factor = 0.2
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Great Mosque of Samarra
##########
holy_site_great_mosque_of_samarra_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "fp3_building_special_great_mosque_of_samarra_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_samarra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
build_gold_cost = -0.1
build_speed = -0.1
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Cologne Cathedral
##########
holy_site_cologne_cathedral_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "cp6_building_special_grand_cathedral_mesh"
requires_dlc_flag = holy_buildings
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.15
monthly_dynasty_prestige_mult = 0.05
monthly_piety_gain_per_knight_add = 0.1
knight_effectiveness_mult = 0.2
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Canterbury Cathedral
##########
holy_site_canterbury_cathedral_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_01_mesh"
}
type_icon = "icon_structure_canterbury_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.05
monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.1
development_growth = 0.1
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = holy_site_canterbury_cathedral_02
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 = holy_building
flag = religious_studies_location
}
holy_site_canterbury_cathedral_02 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_02_mesh"
}
type_icon = "icon_structure_canterbury_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.1
monthly_piety_gain_per_happy_powerful_vassal_add = 0.2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = holy_site_canterbury_cathedral_03
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 = holy_building
flag = religious_studies_location
}
holy_site_canterbury_cathedral_03 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_03_mesh"
}
type_icon = "icon_structure_canterbury_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.25
monthly_piety_gain_per_happy_powerful_vassal_add = 0.3
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.30
development_growth = 0.3
county_opinion_add = 5
}
province_modifier = {
monthly_income = 6
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Prophetic Mosque
##########
holy_site_prophetic_mosque_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_muslim.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
county_opinion_add = 5
holy_order_hire_cost_mult = -0.15
knight_effectiveness_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.75
development_growth = 0.3
supply_limit_mult = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Doge's Palace
##########
doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly here to make Venice awesome, so...
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_doges_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder = {
custom_tooltip = {
text = government_is_not_republic_or_admin_desc
OR = {
government_has_flag = government_is_republic
government_has_flag = government_is_administrative
}
}
}
}
cost_gold = 1000
county_modifier = {
development_growth_factor = 0.3
development_growth = 0.5
hostile_raid_time = 0.5
}
province_modifier = {
garrison_size = 1
fort_level = 3
levy_size = 1
monthly_income = 5
defender_holding_advantage = 10
travel_danger = -20
}
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
}
##########
# Visby Ringmur
##########
visby_ringmur_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_visby_ringmur.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
cost_gold = 500
county_modifier = {
defender_holding_advantage = 5
development_growth_factor = 0.15
development_growth = 0.3
tax_mult = 0.15
county_opinion_add = 5
hostile_raid_time = 0.5
travel_danger = -20
}
province_modifier = {
garrison_size = 0.25
fort_level = 1
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
##########
# Walls of Benin
##########
walls_of_benin_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_walls_of_benin.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
county_modifier = {
levy_size = 0.5
defender_holding_advantage = 5
development_growth_factor = 0.75
development_growth = 0.3
tax_mult = 0.2
hostile_raid_time = 0.5
}
province_modifier = {
garrison_size = 0.5
fort_level = 2
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
##########
# Theodosian Walls
##########
theodosian_walls_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_theodosian_walls.dds"
can_construct_potential = {
barony ?= title:b_constantinople
building_requirement_tribal = no
}
cost_gold = 3000
max_garrison = 1000
duchy_capital_county_modifier = {
levy_size = 0.15
tax_mult = 0.15
}
province_modifier = {
monthly_income = 10
fort_level = 5
garrison_size = 1
travel_danger = -20
}
county_modifier = {
development_growth = 0.4
development_growth_factor = 0.2
levy_size = 0.3
tax_mult = 0.3
hostile_raid_time = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = duchy_capital
flag = duchy_building
}
##########
# Aurelian Walls
##########
aurelian_walls_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_aurelian_walls.dds"
can_construct_potential = {
barony ?= title:b_roma
building_requirement_tribal = no
}
cost_gold = 3000
max_garrison = 500
duchy_capital_county_modifier = {
levy_size = 0.15
tax_mult = 0.15
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.1
hostile_raid_time = 0.5
}
province_modifier = {
fort_level = 3
garrison_size = 0.5
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = duchy_capital
flag = duchy_building
}
##########
# The Colosseum
##########
the_colosseum_01 = {
asset = {
type = pdxmesh
name = "building_special_colosseum_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_colosseum.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum building itself
}
province_modifier = {
build_speed = -0.1 # 'Stealing' the metal from the colosseum building itself
}
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
}
##########
# Iron Pillar of Delhi
##########
iron_pillar_of_delhi_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_iron_pillar_of_delhi.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
monthly_prestige_gain_mult = 0.05
army_maintenance_mult = -0.05
heavy_infantry_toughness_mult = 0.1
heavy_cavalry_toughness_mult = 0.1
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 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_wonder
}
##########
# Iron Pillar of Dhar
##########
iron_pillar_of_dhar_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_iron_pillar_of_dhar.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 2000
character_modifier = {
advantage = 5
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.2
levy_size = 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_economic
}
##########
# The Pyramids
##########
the_pyramids_01 = {
asset = {
type = pdxmesh
name = "building_special_pyramids_giza_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_the_pyramids.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
short_reign_duration_mult = -0.2
}
county_modifier = {
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_wonder
}
##########
# Stonehenge
##########
stonehenge_01 = {
asset = {
type = pdxmesh
name = "building_special_stonehenge_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_stonehenge.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
learning = 2
monthly_learning_lifestyle_xp_gain_mult = 0.15
faith_conversion_piety_cost_mult = -0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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
}
##########
# Petra
##########
petra_01 = {
asset = {
type = pdxmesh
name = "building_special_petra_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_petra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
county_modifier = {
tax_mult = 0.1
supply_limit_mult = 0.25
development_growth = 0.2
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = good_building_tax_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
}
##########
# Buddhas of Bamian
##########
buddhas_of_bamian_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_buddhas_of_bamiyan.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
}
}
cost_gold = 3000
character_modifier = {
monthly_piety_gain_mult = 0.1
diplomacy_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.3
development_growth_factor = 0.75
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Alhambra
##########
alhambra_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alhambra_01_mesh"
}
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -10
}
next_building = alhambra_02
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
alhambra_02 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alhambra_01_mesh"
}
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 2000
character_modifier = {
monthly_prestige_gain_mult = 0.10
}
max_garrison = good_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_3
monthly_income = 2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.25
monthly_county_control_growth_add = 1
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Citadel of Aleppo
##########
citadel_of_aleppo_01 = {
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_the_citadel_of_aleppo.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
monthly_prestige = 0.1
}
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -10
}
next_building = citadel_of_aleppo_02
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
citadel_of_aleppo_02 = {
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_the_citadel_of_aleppo.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 2000
character_modifier = {
monthly_prestige = 0.3
prowess_per_piety_level = 2
}
max_garrison = good_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_3
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.15
}
ai_value = {
base = 8
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# House of Wisdom
##########
house_of_wisdom_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_house_of_wisdom_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_grand_library_of_baghdad.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
learning_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.15
different_culture_opinion = 10
cultural_head_fascination_mult = 0.10
faith_creation_piety_cost_mult = -0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth = 0.3
development_growth_factor = 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
}
##########
# The Tower of London
##########
the_tower_of_london_01 = {
asset = {
type = pdxmesh
name = "building_special_tower_of_london_mesh"
}
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = roads_to_power }
desc = tower_of_london_pacification_effect
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_tower_of_london.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
cost_gold = 1000
character_modifier = {
dread_gain_mult = 0.3
}
max_garrison = good_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_3
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.1
tax_mult = 0.05
}
ai_value = {
base = 8
culture_likely_to_fortify_modifier = yes
modifier = {
factor = 5
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_castle
}
}
}
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# London Bridge
##########
london_bridge_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_london_bridge.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_development_03
}
}
cost_gold = 1000
character_modifier = {
cultural_head_fascination_mult = 0.10
parochial_opinion = 5
legitimacy_gain_mult = 0.1
}
province_modifier = {
travel_danger = -30
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.15
tax_mult = 0.1
county_opinion_add = 10
}
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
}
##########
# Notre Dame
##########
notre_dame_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_notre_dame_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_notre_dame.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
scope:holder = {
culture = {
has_innovation = innovation_windmills
}
}
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 1
stewardship_per_piety_level = 1
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
county_opinion_add = 5
tax_mult = 0.2
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Brihadeeswarar Temple
##########
brihadeeswarar_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_brihadeeswarar_temple_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_brihadeeswarar_temple.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
culture = {
has_innovation = innovation_manorialism
}
}
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
same_faith_opinion = 5
stewardship_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Shwedagon Pagoda
##########
shwedagon_pagoda_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_shwedagon_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
clergy_opinion = 5
tyranny_gain_mult = -0.1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Ananda Temple
##########
ananda_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_shwedagon_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning = 2
monthly_piety_gain_mult = 0.05
county_opinion_add = 5
monthly_county_control_growth_factor = 0.1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 3
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
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
flag = holy_building
flag = religious_studies_location
}
##########
# The Friday Mosque
##########
the_friday_mosque_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_the_friday_mosque.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_zoroastrian_or_holy_site_trigger
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
zoroastrian_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
piety_level_impact_mult = 0.5
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.25
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Khajuraho
##########
khajuraho_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_khajuraho_temples.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
different_faith_opinion = 10
faith_conversion_piety_cost_mult = -0.2
monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05
}
province_modifier = {
monthly_income = 1.5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Palace of Aachen
##########
palace_of_aachen_01 = {
effect_desc = palace_of_aachen_effect_desc
asset = {
type = pdxmesh
name = "building_special_palace_of_aachen_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_palace_of_achen.dds"
can_construct_potential = {
building_requirement_tribal = no
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
powerful_vassal_opinion = 5
clergy_opinion = 5
monthly_prestige_gain_per_happy_powerful_vassal_add = 0.1
tyranny_gain_mult = -0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.3
}
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
}
##########
# Hagia Sophia
##########
hagia_sophia_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_hagia_sophia_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_hagia_sophia.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
intrigue_per_prestige_level = 2
learning = 2
knight_limit = 2
knight_effectiveness_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth_factor = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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
}
}
next_building = hagia_sophia_02
type = special
flag = travel_point_of_interest_religious
flag = holy_building
flag = religious_studies_location
}
hagia_sophia_02 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_hagia_sophia_minarets_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_hagia_sophia.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
cost_piety = 1000
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
intrigue_per_prestige_level = 2
learning = 2
knight_limit = 2
knight_effectiveness_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
}
type = special
flag = travel_point_of_interest_religious
flag = holy_building
flag = religious_studies_location
}
##########
# Dome of the Rock / Temple in Jerusalem
##########
dome_of_the_rock_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_dome_of_the_rock.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
NOT = {
judaism_or_syncretic_with_judaism_trigger = { CHARACTER = scope:holder }
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.1
martial_per_piety_level = 1
knight_effectiveness_mult = 0.2
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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
}
}
next_building = temple_in_jerusalem_01
type = special
flag = travel_point_of_interest_religious
flag = holy_building
}
temple_in_jerusalem_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_in_jerusalem.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
judaism_or_syncretic_with_judaism_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
custom_description = {
text = holy_site_jewish_or_holy_site_trigger
OR = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
judaism_or_syncretic_with_judaism_trigger = { CHARACTER = scope:holder }
}
}
}
show_disabled = yes
cost_gold = 1000
cost_piety = 1000
character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.1
martial_per_piety_level = 1
learning_per_prestige_level = 1
knight_effectiveness_mult = 0.2
same_faith_opinion = 5
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Hall of Heroes
##########
hall_of_heroes_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 150
max_garrison = 75
cost_gold = 0
construction_time = 0
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 1
knight_effectiveness_mult = 0.05
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
next_building = hall_of_heroes_02
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
hall_of_heroes_02 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 265
max_garrison = 110
cost_gold = 225
construction_time = 500
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 1
knight_effectiveness_mult = 0.1
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
next_building = hall_of_heroes_03
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
hall_of_heroes_03 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 375
max_garrison = 150
cost_gold = 300
construction_time = 500
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 2
knight_effectiveness_mult = 0.15
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
next_building = hall_of_heroes_04
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
hall_of_heroes_04 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 500
max_garrison = 225
cost_gold = 375
construction_time = 500
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 2
knight_effectiveness_mult = 0.2
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
next_building = hall_of_heroes_05
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
hall_of_heroes_05 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 700
max_garrison = 260
cost_gold = 450
construction_time = 500
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 3
knight_effectiveness_mult = 0.25
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Universities
##########
generic_university = {
construction_time = very_slow_construction_time
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
}
type_icon = "icon_building_university.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
on_complete = {
county.holder = {
save_scope_as = founder
found_university_decision_event_effect = yes
every_player = {
limit = {
this != scope:founder
is_within_diplo_range = { CHARACTER = scope:founder }
}
trigger_event = major_decisions.2002
}
}
}
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.1
}
ai_value = {
base = 8
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
}
al_azhar_university = {
construction_time = very_slow_construction_time
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
}
type_icon = "icon_structure_al-azhar_university.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
diplomacy_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
}
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
}
sankore_university = {
construction_time = very_slow_construction_time
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
}
asset = {
type = pdxmesh
name = "cp6_building_special_sankore_university_mesh"
requires_dlc_flag = holy_buildings
}
type_icon = "icon_structure_the_university_of_sankore.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
martial_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
}
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
}
siena_university = {
construction_time = very_slow_construction_time
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
}
type_icon = "icon_structure_university_of_siena.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
intrigue_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
}
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
}
nalanda_university = {
construction_time = very_slow_construction_time
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
}
type_icon = "icon_structure_nalanda.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
stewardship_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
}
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
}
########
#Sicilian_parliament
########
special_sicilian_parliament_01 = {
construction_time = very_slow_construction_time
is_enabled = {
is_county_capital = yes
has_variable = variable_sicilian_parliament_county
}
cost_gold = 1500
province_modifier = {
monthly_income = 1
}
county_modifier = {
development_growth_factor = 0.25
monthly_county_control_growth_add = 1
county_opinion_add = 25
}
character_modifier = {
monthly_prestige = 0.75
}
type_icon = "icon_building_generic_house.dds"
ai_value = {
base = 100
modifier = {
factor = 0
scope:holder = {
government_has_flag = government_is_theocracy
}
}
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
########
#Greenhouse
########
special_greenhouse_01 = {
construction_time = very_slow_construction_time
is_enabled = {
has_variable = variable_greenhouse
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
development_growth_factor = 0.25
county_opinion_add = 25
}
character_modifier = {
health = 0.25
monthly_prestige = 1
}
type_icon = "icon_building_generic_house.dds"
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
}
##########
# Hotin Fortress (AKA: Khotyn Fortress)
##########
hotin_fort_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_hotin_fortress.dds"
can_construct_potential = {
}
cost_gold = 400
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
}
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -10
}
next_building = hotin_fort_02
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
hotin_fort_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_hotin_fortress.dds"
can_construct_potential = {
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 800
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
martial_per_prestige_level = 1
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Golden Gate of Kiev
##########
golden_gate_of_kiev_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_golden_gate_of_kiev.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
cost_gold = 1000
character_modifier = {
monthly_prestige_gain_mult = 0.1
monthly_piety_gain_mult = 0.1
}
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
fort_level = good_building_fort_level_tier_1
defender_holding_advantage = normal_building_advantage_tier_1
travel_danger = -20
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.1
tax_mult = 0.1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_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_wonder
}
##########
# Heddal Stave Church
##########
heddal_stave_church_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_cathedral_pagan.dds"
can_construct_potential = {
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_city_planning
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.1
monthly_dynasty_prestige_mult = 0.05
knight_effectiveness_mult = 0.2
knight_limit = 1
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
county_opinion_add = 10
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Temple of Uppsala
##########
temple_of_uppsala_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
}
can_construct = {
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_city_planning
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.1
knight_effectiveness_mult = 0.15
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
development_growth_factor = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = temple_of_uppsala_02
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 = holy_building
flag = religious_studies_location
}
temple_of_uppsala_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
asset = {
type = pdxmesh
name = "cp6_building_special_grand_cathedral_mesh"
requires_dlc_flag = holy_buildings
}
can_construct_potential = {
}
can_construct = {
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_manorialism
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_per_knight_mult = 0.02
men_at_arms_maintenance = -0.1
knight_effectiveness_mult = 0.2
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.15
levy_size = 0.15
development_growth_factor = 0.25
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 8
ai_pious_building_preference_modifier = yes
}
type = special
flag = travel_point_of_interest_religious
flag = holy_building
flag = religious_studies_location
}
##########
# Lund Cathedral
##########
lund_cathedral_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_lund_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.1
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Danevirke
##########
danevirke_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_palisades.dds"
can_construct_potential = {
}
cost_gold = 300
province_modifier = {
defender_holding_advantage = 5
stationed_maa_toughness_mult = 0.05
}
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_minor
}
##########
# Roman Walls of Lugo
##########
roman_wall_of_lugo_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_roman_wall_of_lugo_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "lugo_walls.dds"
can_construct_potential = {
}
cost_gold = 300
county_holder_character_modifier = {
learning = 1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 1
garrison_size = 0.1
fort_level = 1
travel_danger = -10
}
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
}
##########
# Rock of Gibraltar
##########
rock_of_gibraltar_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_rock_of_gibraltar_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "gibraltar.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
stewardship = 1
diplomatic_range_mult = 0.2
}
province_modifier = {
fort_level = 1
defender_holding_advantage = normal_building_advantage_tier_1
}
county_modifier = {
development_growth_factor = 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_natural_feature
flag = is_mountain
}
##########
# Aljaferia Palace
##########
aljaferia_palace_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_aljaferia_mesh"
}
construction_time = very_slow_construction_time
type_icon = "aljaferia.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
diplomacy_per_prestige_level = 1
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
##########
# Tower of Hercules
##########
tower_of_hercules_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_tower_of_hercules_mesh"
}
construction_time = very_slow_construction_time
type_icon = "hercules.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.25
}
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
}
##########
# City Walls of Toledo
##########
city_wall_of_toledo_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_toledo_city_walls_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "toledo.dds"
can_construct_potential = {
}
cost_gold = 1000
county_modifier = {
defender_holding_advantage = 5
development_growth_factor = 0.1
development_growth = 0.3
tax_mult = 0.1
hostile_raid_time = 0.5
}
province_modifier = {
garrison_size = 0.25
fort_level = 2
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
##########
# Alcazar de Segovia
##########
alcazar_of_segovia_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alcazar_de_segovia_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "alcazar_segovia.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
martial_per_prestige_level = 1
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
##########
# The Santiago de Compostela Archcathedral Basilica
##########
holy_site_basilica_santiago_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_basilica_santiago_mesh"
}
construction_time = very_slow_construction_time
type_icon = "compostela.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_muslim_christian_or_holy_site_trigger
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
holy_order_hire_cost_mult = -0.15
clergy_opinion = 5
learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Sancutary of Imam Reza
##########
imam_reza_shrine_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_imam_reza_shrine_01_a_mesh"
soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_imamrezashrine" }
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_imam_reza_shrine.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.2
learning_per_piety_level = 1
imami_opinion = 10
advantage_against_coreligionists = 5
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.55
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 # religious tomb/complex
flag = holy_building
flag = religious_studies_location
}
##########
# Dome of Soltaniyeh
##########
soltaniyeh_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_soltaniyeh_01_a_mesh"
soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_soltaniyeh" }
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_soltaniyeh.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
culture = {
has_innovation = innovation_development_03
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
monthly_dynasty_prestige_mult = 0.05
clan_government_opinion_same_faith = 5
cultural_head_fascination_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_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_wonder # monumental tomb
flag = holy_building
}
##########
# Ruins of the Palace of Ctesiphon
##########
palace_of_ctesiphon_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_palace_of_ctesiphon.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
zoroastrianism_religion_opinion = 5
}
county_holder_character_modifier = {
learning = 1
}
county_modifier = {
build_speed = -0.1 # Baghdad was constructed using stones from Ctesiphon
}
next_building = palace_of_ctesiphon_02
ai_value = {
base = 100
culture_likely_to_fortify_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_learning # ancient ruin
}
palace_of_ctesiphon_02 = {
asset = {
type = pdxmesh
name = "fp3_building_special_palace_of_ctesiphon_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_palace_of_ctesiphon.dds"
can_construct = {
scope:holder = {
AND = {
OR = {
zoroastrian_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
# faith = faith:manichean
# faith = faith:nestorian
# faith = faith:hellenic_pagan
}
highest_held_title_tier >= tier_kingdom
top_liege = this
}
}
}
show_disabled = yes
cost_gold = 2000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_per_happy_powerful_vassal_add = 0.2
diplomacy_per_piety_level = 1
title_creation_cost_mult = -0.25
persian_opinion = 5
zoroastrianism_religion_opinion = 5
}
county_modifier = {
build_prestige_cost = -0.2
build_gold_cost = -0.2
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
culture_likely_to_fortify_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_learning # ancient ruin
}
##########
# Falak-ol-Aflak
##########
falak_ol_aflak_citadel_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_falak_ol_aflak_citadel_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_falak_ol_aflak_citadel.dds"
can_construct_showing_failures_only = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
desert_mountains_attrition_mult = -0.5
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
county_opinion_add = 10
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial # fortress
}
##########
# Minarets of Jam
##########
minarets_and_remains_of_jam_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_minaret_and_remains_of_jam_01_a_mesh"
soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_minaret" }
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_minaret_and_remains_of_jam.dds"
can_construct = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_piety_gain_per_knight_add = 0.1
stewardship_per_prestige_level = 1
clan_government_opinion_same_faith = 5
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_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 # religious monument
flag = holy_building
}
##########
# Great Wall of Gorgan
##########
great_wall_of_gorgan_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_wall_of_gorgan.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
province_modifier = {
build_gold_cost = -0.1
fort_level = 1
garrison_size = 0.25
hostile_raid_time = 0.25
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial # wall
}
##########
# Lake Maharloo
##########
maharloo_lake_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_maharloo_lake_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_maharloo_lake.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
learning = 1
stress_loss_mult = 0.1
}
county_modifier = {
county_opinion_add = 5
development_growth = 0.1
development_growth_factor = 0.6
}
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_natural_feature # lake
}
##########
# Rainbow Mountains
##########
rainbow_mountains_01 = {
effect_desc = hunting_grounds_desc
asset = {
type = pdxmesh
name = "fp3_building_special_rainbow_mountains_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_ala_daghlar_mountains.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
county_holder_character_modifier = {
diplomacy = 1
}
county_modifier = {
development_growth_factor = 0.2
tax_mult = 0.1
}
ai_value = {
base = 100
culture_likely_to_fortify_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_natural_feature # mountain
flag = is_mountain
}
##########
# Mount Damavand
##########
mount_damavand_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_mount_damavand_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_damavand.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
stress_loss_mult = 0.1
mountains_travel_danger = -10
}
county_holder_character_modifier = {
}
county_modifier = {
mountains_levy_size = 0.5
travel_danger = -30
development_growth_factor = 0.3
}
province_modifier = {
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
ai_value = {
base = 100
culture_likely_to_fortify_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_natural_feature # mountain
flag = is_mountain
}
##########
# Tomb of Batsheba
##########
tomb_of_cyrus_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_tomb_of_cyrus_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_tomb_of_cyrus.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
close_relative_opinion = 10
negate_health_penalty_add = 0.1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_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 # religious tomb
}
##########
# Ark of Bukhara
##########
ark_of_bukhara_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_ark_of_bukhara_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_ark_of_bukhara.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
drylands_attrition_mult = -0.25
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.1
hostile_raid_time = 0.25
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial # fortress
}
##########
# Shah-i-Zinda
##########
shah_i_zinda_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shah_i_zindah.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_development_01
}
}
cost_gold = 400
character_modifier = {
monthly_piety = 0.1
learning_per_stress_level = 1
}
county_modifier = {
monthly_county_control_growth_add = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t2_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = shah_i_zinda_02
type = special
flag = travel_point_of_interest_religious # religious tomb
}
shah_i_zinda_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_ruins_of_ctesiphon.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 800
character_modifier = {
monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
clan_government_opinion_same_faith = 5
learning_per_stress_level = 1
}
county_modifier = {
monthly_county_control_growth_add = 0.5
development_growth_factor = 0.1
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_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 # religious tomb
}
##########
# Alamut Castle
##########
alamut_castle_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_alamut_castle_01_a_mesh"
}
construction_time = slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
travel_danger = -30
hostile_raid_time = 2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
fort_level = good_building_fort_level_tier_3
}
county_modifier = {
defender_holding_advantage = 2
monthly_county_control_growth_add = 0.5
}
character_modifier = {
monthly_county_control_growth_factor = 0.2
monthly_piety = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = alamut_castle_02
type = special
flag = travel_point_of_interest_martial # fortress
}
alamut_castle_02 = {
asset = {
type = pdxmesh
name = "fp3_building_special_alamut_castle_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_hotin_fortress.dds"
can_construct = {
scope:holder = {
employs_court_position = master_assassin_court_position
}
}
cost_gold = 600
cost_piety = 400
character_modifier = {
max_hostile_schemes_add = 1
monthly_piety = 0.5
learning = 1
monthly_county_control_growth_factor = 0.2
}
province_modifier = {
travel_danger = -50
hostile_raid_time = 3
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
fort_level = good_building_fort_level_tier_4
}
county_modifier = {
defender_holding_advantage = 4
monthly_county_control_growth_add = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_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_martial # fortress
}
assassin_castle_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_alamut_castle_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_hotin_fortress.dds"
cost_gold = 600
cost_piety = 400
character_modifier = {
max_hostile_schemes_add = 1
monthly_piety = 0.5
learning = 1
monthly_county_control_growth_factor = 0.2
}
province_modifier = {
travel_danger = -50
hostile_raid_time = 3
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
fort_level = good_building_fort_level_tier_4
}
county_modifier = {
defender_holding_advantage = 4
monthly_county_control_growth_add = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_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_martial # fortress
}
##################
# Event Tower of Silence (typically a duchy building, this is a special for FP3 events)
##################
event_tower_of_silence_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tower_of_silence.dds"
can_construct_potential = {
always = no
}
cost_gold = expensive_building_tier_3_cost
county_modifier = {
county_opinion_add = 5
development_growth_factor = 0.10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for duchy buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious # funeral site
}
############ EP3 ###############
##########
# Church of the Theotokos
##########
church_of_the_theotokos = {
asset = {
type = pdxmesh
name = "ep3_monument_parthenon_01_b_mesh"
}
type_icon = "icon_structure_parthenon_theotokos.dds"
construction_time = slow_construction_time
cost_gold = 1000
can_construct = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
travel_danger = -10
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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
next_building = parthenon
flag = travel_point_of_interest_religious
flag = holy_building
}
parthenon = {
asset = {
type = pdxmesh
name = "ep3_monument_parthenon_01_a_mesh"
}
type_icon = "icon_structure_parthenon.dds"
construction_time = slow_construction_time
cost_gold = 1000
can_construct = {
scope:holder.faith.religion = faith:megalocratic.religion
}
is_enabled = {
scope:holder.faith.religion = faith:megalocratic.religion
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
travel_danger = -10
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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
}
##########
# Hagios Demetrios
##########
hagios_demetrios = {
asset = {
type = pdxmesh
name = ep3_hagios_demetrios_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_hagios_demetrios.dds"
cost_gold = 1000
can_construct = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.2
monthly_county_control_growth_factor = 0.05
same_faith_opinion = 5
}
county_modifier = {
development_growth = 0.1
county_opinion_add = 5
}
province_modifier = {
monthly_income = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Kassiopi Castle
##########
kassiopi_castle = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_kassiopi_castle.dds"
cost_gold = 1000
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
culture = {
has_innovation = innovation_battlements
}
}
}
character_modifier = {
monthly_influence = 0.1
monthly_influence_mult = 0.05
}
county_modifier = {
hostile_raid_time = 0.5
travel_danger = -20
development_growth_factor = 0.2
levy_size = 0.3
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
garrison_size = 0.2
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
##########
# Church of St. Lazarus
##########
saint_lazarus = {
asset = {
type = pdxmesh
name = ep3_church_saint_lazarus_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_saint_lazarus.dds"
cost_gold = 750
can_construct = {
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.3
monthly_county_control_growth_factor = 0.05
same_faith_opinion = 5
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.2
county_opinion_add = 5
}
province_modifier = {
monthly_income = 0.4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Sumela Monastery
##########
sumela_monastery_01 = {
asset = {
type = pdxmesh
name = ep3_sumela_monastery_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_sumela_monastery.dds"
cost_gold = 1000
can_construct = {
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.3
monthly_county_control_growth_factor = 0.05
same_faith_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.1
county_opinion_add = 5
tax_mult = 0.1
}
province_modifier = {
monthly_income = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = sumela_monastery_02
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 = holy_building
}
sumela_monastery_02 = {
asset = {
type = pdxmesh
name = ep3_sumela_monastery_01_b_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_sumela_monastery.dds"
cost_gold = 750
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.4
monthly_county_control_growth_factor = 0.1
same_faith_opinion = 5
clergy_opinion = 10
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
county_opinion_add = 5
tax_mult = 0.2
}
province_modifier = {
monthly_income = 0.4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Patras Castle
##########
patras_castle = {
asset = {
type = pdxmesh
name = ep3_patras_castle_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_patras_castle.dds"
cost_gold = 1000
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_influence = 0.1
monthly_influence_mult = 0.05
}
county_modifier = {
hostile_raid_time = 0.75
travel_danger = -20
development_growth_factor = 0.1
levy_size = 0.2
county_opinion_add = 10
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
garrison_size = 0.2
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
##########
# Maiden's Tower
##########
maiden_tower = {
asset = {
type = pdxmesh
name = ep3_maidens_tower_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_maiden_tower.dds"
cost_gold = 750
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_influence = 0.1
monthly_influence_mult = 0.05
}
county_modifier = {
hostile_raid_time = 1
travel_danger = -25
county_opinion_add = 5
tax_mult = 0.2
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_4
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
monthly_income = 2
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
##########
# Despots' Palace at Mystras
##########
despot_palace = {
asset = {
type = pdxmesh
name = ep3_despots_palace_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_despot_palace.dds"
cost_gold = 1200
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_primogeniture
has_cultural_pillar = heritage_byzantine
}
}
character_modifier = {
monthly_dynasty_prestige_mult = 0.1
powerful_vassal_opinion = 5
monthly_prestige_gain_per_happy_powerful_vassal_add = 0.15
courtly_opinion = 5
parochial_opinion = 5
legitimacy_gain_mult = 0.1
monthly_influence = 0.2
monthly_influence_mult = 0.3
}
county_modifier = {
monthly_county_control_growth_add = 0.5
county_opinion_add = 20
tax_mult = 0.3
development_growth_factor = 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_diplomatic
}
##########
# Meteora
##########
meteora_01 = {
asset = {
type = pdxmesh
name = ep3_meteora_01_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_meteora.dds"
cost_gold = 500
can_construct = {
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
monthly_piety = 0.2
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.1
county_opinion_add = 10
tax_mult = 0.1
}
province_modifier = {
monthly_income = 0.4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = meteora_02
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 = holy_building
}
meteora_02 = {
asset = {
type = pdxmesh
name = ep3_meteora_02_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_meteora.dds"
cost_gold = 1000
can_construct = {
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
monthly_piety = 0.3
monthly_county_control_growth_factor = 0.05
clergy_opinion = 5
parochial_opinion = 5
zealot_opinion = 5
zealot_tax_contribution_mult = 0.2
zealot_levy_contribution_mult = 0.2
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.1
county_opinion_add = 10
tax_mult = 0.2
}
province_modifier = {
monthly_income = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Mt. Athos
##########
mount_athos_01 = {
asset = {
type = pdxmesh
name = ep3_athos_monasteries_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_mount_athos.dds"
cost_gold = 300
can_construct = {
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
religious_vassal_opinion = 5
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.1
tax_mult = 0.1
}
province_modifier = {
monthly_income = 0.1
}
next_building = mount_athos_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_religious
flag = holy_building
}
mount_athos_02 = {
asset = {
type = pdxmesh
name = ep3_athos_monasteries_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_mount_athos.dds"
cost_gold = 600
can_construct = {
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
monthly_piety = 0.2
religious_vassal_opinion = 10
zealot_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
county_opinion_add = 5
tax_mult = 0.2
}
province_modifier = {
monthly_income = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = mount_athos_03
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 = holy_building
}
mount_athos_03 = {
asset = {
type = pdxmesh
name = ep3_athos_monasteries_01_b_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_athos.dds"
cost_gold = 1000
can_construct = {
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
monthly_piety = 0.4
cultural_head_fascination_mult = 0.10
faith_creation_piety_cost_mult = -0.2
religious_vassal_opinion = 10
zealot_opinion = 10
clergy_opinion = 10
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.3
county_opinion_add = 10
tax_mult = 0.3
}
province_modifier = {
monthly_income = 0.4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Sant'Apollinare Nuovo
##########
apollinare_nuovo = {
asset = {
type = pdxmesh
name = ep3_basilica_sant_apollinare_nuovo_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_apollinare_nuovo.dds"
cost_gold = 1000
can_construct = {
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.2
religious_vassal_opinion = 5
monthly_county_control_growth_factor = 0.1
zealot_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.25
county_opinion_add = 10
tax_mult = 0.3
}
province_modifier = {
monthly_income = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Saint Chatherine's Monastery
##########
saint_catherine = {
asset = {
type = pdxmesh
name = ep3_saint_catherine_monastery_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_saint_catherine.dds"
cost_gold = 1000
can_construct = {
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.3
religious_vassal_opinion = 5
monthly_county_control_growth_factor = 0.2
monthly_lifestyle_xp_gain_mult = 0.10
cultural_head_fascination_mult = 0.10
zealot_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.3
tax_mult = 0.3
}
province_modifier = {
monthly_income = 1
fort_level = good_building_fort_level_tier_1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Jvari Monastery
##########
jvari_monastery = {
asset = {
type = pdxmesh
name = ep3_jvari_monastery_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_jvari_monastery.dds"
cost_gold = 700
can_construct = {
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.3
religious_vassal_opinion = 5
zealot_opinion = 5
clergy_opinion = 10
monthly_county_control_growth_factor = 0.1
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.15
tax_mult = 0.3
county_opinion_add = 10
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Etchmiadzin Cathedral
##########
etchmiadzin_cathedral = {
asset = {
type = pdxmesh
name = ep3_etchmiadzin_cathedral_01_a_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_etchmiadzin_cathedral.dds"
cost_gold = 1000
can_construct = {
}
is_enabled = {
scope:holder.faith = faith:armenian_apostolic
}
character_modifier = {
monthly_piety = 0.4
religious_vassal_opinion = 10
zealot_opinion = 10
clergy_opinion = 10
monthly_dynasty_prestige_mult = 0.05
same_faith_opinion = 5
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.15
tax_mult = 0.3
county_opinion_add = 10
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Cattolica di Stilo
##########
cattolica_stilo = {
asset = {
type = pdxmesh
name = ep3_cattolica_di_stilo_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_cattolica_stilo.dds"
cost_gold = 750
can_construct = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.5
religious_vassal_opinion = 5
zealot_opinion = 5
clergy_opinion = 5
holy_order_hire_cost_mult = -0.15
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
tax_mult = 0.1
county_opinion_add = 10
}
province_modifier = {
monthly_income = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Hosios Loukas
##########
hosios_loukas = {
construction_time = slow_construction_time
type_icon = "icon_structure_hosios_loukas.dds"
cost_gold = 1000
can_construct = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.2
religious_vassal_opinion = 5
zealot_opinion = 5
clergy_opinion = 5
monthly_prestige = 0.3
monthly_influence = 0.2
negate_health_penalty_add = 0.05
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
tax_mult = 0.4
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Church of Saint Sophia, Ohrid
##########
sofia_ohrid = {
asset = {
type = pdxmesh
name = ep3_church_saint_sophia_ohrid_01_a_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_sofia_ohrid.dds"
cost_gold = 1000
can_construct = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
is_enabled = {
christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
}
character_modifier = {
monthly_piety = 0.3
religious_vassal_opinion = 5
zealot_opinion = 5
clergy_opinion = 10
monthly_county_control_growth_factor = 0.05
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.3
tax_mult = 0.2
}
province_modifier = {
monthly_income = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Fairy Chimneys
##########
fairy_chimneys = {
asset = {
type = pdxmesh
name = ep3_fairy_chimneys_01_a_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_fairy_chimneys.dds"
can_construct_potential = {
}
is_enabled = {
}
cost_gold = 250
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.2
hostile_raid_time = 0.5
defender_holding_advantage = 5
}
province_modifier = {
garrison_size = 0.1
levy_size = 0.1
travel_danger = -10
}
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
}
##########
# Cilician Gates
##########
cilician_gates = {
asset = {
type = pdxmesh
name = ep3_cilician_gates_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cilician_gates.dds"
can_construct_potential = {
}
is_enabled = {
}
cost_gold = 500
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_influence = 0.1
monthly_influence_mult = 0.1
}
county_modifier = {
hostile_raid_time = 1
defender_holding_advantage = 5
monthly_county_control_growth_add = 0.5
fort_level = good_building_fort_level_tier_1
}
province_modifier = {
travel_danger = -10
}
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
}
##########
# Pleasure Dome
##########
pleasure_dome = {
construction_time = very_slow_construction_time
effect_desc = pleasure_dome_effect_desc
type_icon = "icon_pleasure_dome.dds"
character_modifier = {
monthly_prestige_gain_mult = 0.15
owned_hostile_scheme_success_chance_add = 25
owned_personal_scheme_success_chance_add = 25
court_grandeur_baseline_add = 12
monthly_income_from_herd_mult = 0.15
herd_capacity_mult = 0.25
herd_conversion = 0.005
}
province_modifier = {
monthly_income = excellent_building_tax_tier_4
}
type = special
}
# Burkhan Khaldun
##########
burkhan_khaldun_01 = {
asset = {
type = pdxmesh
name = "mpo_building_special_burkhan_khaldun_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_burkhan_khaldun.dds"
can_construct_potential = {}
cost_gold = 300
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
clergy_opinion = 5
}
province_modifier = {
fort_level = 2
defender_holding_advantage = normal_building_advantage_tier_3
}
county_modifier = {
county_opinion_add = 5
mountains_fertility_growth_mult = 0.25
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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_natural_feature
}
##########
# Swahili Ports
##########
swahili_port_pemba = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.5
}
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.2
hostile_raid_time = 0.5
}
province_modifier = {
garrison_size = 1
fort_level = 1
monthly_income = 3
}
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
}
swahili_port_zanzibar = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.5
}
county_modifier = {
development_growth_factor = 0.3
development_growth = 0.5
}
province_modifier = {
levy_size = 1
monthly_income = 4
}
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
}
swahili_port_mombasa = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.25
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
defender_holding_advantage = 10
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
garrison_size = 1
fort_level = 2
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_economic
}
swahili_port_pate = { # Early location of Swahili Coast development and site of early mosques
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
embarkation_cost_mult = -0.5
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
domain_tax_different_faith_mult = 0.15
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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_economic
}
swahili_port_lamu = { # Early location of Swahili Coast development and site of early trade good abundance
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
embarkation_cost_mult = -0.25
diplomacy_per_piety_level = 1
stewardship_per_prestige_level = 1
different_culture_opinion = 10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 4
}
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
}
##########
# Wulingyuan
##########
wulingyuan_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_wulingyuan.dds"
can_construct_potential = {
}
cost_gold = 1000
character_modifier = {
monthly_prestige = 1
monthly_dynasty_prestige_mult = 0.1
}
county_modifier = {
}
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_natural_feature # mountains
}
##########
# Leshan Giant Buddha
##########
leshan_giant_buddha_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_leshan_buddha_mesh"
}
type_icon = "icon_structure_leshan_giant_buddha.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
}
}
}
}
cost_gold = 2000
character_modifier = {
monthly_piety_gain_mult = 0.1
stress_loss_per_piety_level = 0.05
}
county_modifier = {
tax_mult = 0.1
county_opinion_add = 5
travel_danger = -10
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Yungang Grottoes
##########
yungang_grottoes_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_yungang_grottoes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
}
}
}
}
cost_gold = 2000
character_modifier = {
monthly_piety_gain_mult = 0.1
intrigue_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.2
development_growth_factor = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Wudang Mountain Temples
##########
wudang_mountain_temples_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_wudang_mountains_mesh"
}
type_icon = "icon_structure_wudang_mountain_temples.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
OR = {
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_court_position_mult = 0.03
prowess_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.25
}
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
flag = holy_building
}
##########
# Shaolin Monastery
##########
shaolin_monastery_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
OR = {
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
monthly_piety_from_buildings_mult = 0.3
prowess_per_piety_level = 3
buddhism_religion_opinion = 10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Lingyin Temple
##########
lingyin_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_lingyin_temple.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.15
monthly_dynasty_prestige_mult = 0.05
learning_per_merit_level = 0.5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
}
##########
# Giant Wild Goose Pagoda
##########
giant_wild_goose_pagoda_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_giant_wild_goose_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_piety_gain_per_happy_powerful_vassal_mult = 0.07
same_heritage_county_advantage_add = 2
faith_conversion_piety_cost_mult = -0.2
learning = 1
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.2
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Kaifeng Imperial Palace
##########
kaifeng_palace_01 = {
construction_time = very_slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_tgp_dlc_trigger = yes }
desc = unlocks_building_desc
}
triggered_desc = {
trigger = { has_tgp_dlc_trigger = yes }
desc = kaifeng_examination_cost_bonus_desc
}
}
type_icon = "icon_structure_kaifeng_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.1
stewardship_per_influence_level = 1
dynasty_house_opinion = 5
monthly_influence_mult = 0.1
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 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_economic
}
##########
# The Forbidden City
##########
forbidden_city_01 = {
construction_time = very_slow_construction_time
effect_desc = {
triggered_desc = {
trigger = {
OR = {
has_tgp_dlc_trigger = yes
has_ep3_dlc_trigger = yes
}
}
desc = unlocks_building_desc
}
triggered_desc = {
trigger = {
OR = {
has_tgp_dlc_trigger = yes
has_ep3_dlc_trigger = yes
}
}
desc = beijing_palace_bonus_desc
}
}
type_icon = "icon_structure_forbidden_city.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.capital_province = root
}
cost_gold = 1000
character_modifier = {
court_grandeur_baseline_add = 10
monthly_dynasty_prestige_mult = 0.1
diplomacy_per_influence_level = 1
courtly_opinion = 5
monthly_influence_mult = 0.1
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 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_diplomatic
}
##########
# Qianling Mausoleum
##########
qianling_mausoleum_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_qianling_mausoleum.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.1
}
county_modifier = {
monthly_county_control_growth_add = 1
levy_size = 0.1
build_gold_cost = -0.05
}
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 # religious tomb
}
##########
# Quanzhou Seaport
##########
quanzhou_seaport_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_quanzhou_seaport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
naval_movement_speed_mult = 0.25
cultural_head_acceptance_gain_mult = 0.2
different_culture_opinion = 5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 4
}
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
}
##########
# Angkor Wat
##########
angkor_wat_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_angkorwat_mesh"
}
type_icon = "icon_structure_angkor_wat.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
}
}
}
cost_gold = 2000
character_modifier = {
monthly_piety_gain_mult = 0.2
negate_learning_penalty_add = 4
clergy_opinion = 10
monthly_learning_lifestyle_xp_gain_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
monthly_county_control_growth_add = 0.2
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
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
flag = holy_building
}
##########
# Imperial Citadel of Thang Long
##########
citadel_thang_long_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_thang_long_palace_mesh"
}
type_icon = "icon_structure_citadel_thang_long.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 750
character_modifier = {
monthly_prestige_gain_mult = 0.05
knight_effectiveness_per_martial = 0.01
}
county_modifier = {
hostile_raid_time = 0.25
}
province_modifier = {
fort_level = 2
defender_holding_advantage = 5
stationed_maa_damage_mult = normal_maa_damage_tier_1
}
next_building = citadel_thang_long_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_martial
}
citadel_thang_long_02 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_thang_long_palace_mesh"
}
type_icon = "icon_structure_citadel_thang_long.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
monthly_prestige_gain_per_legitimacy_level_mult = 0.05
knight_effectiveness_per_martial = 0.03
monthly_dynasty_prestige_mult = 0.1
legitimacy_gain_mult = 0.1
}
county_modifier = {
hostile_raid_time = 0.5
development_growth_factor = 0.1
}
province_modifier = {
fort_level = 4
defender_holding_advantage = 10
stationed_maa_damage_mult = normal_maa_damage_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_martial
}
##########
# Po Klong Garai Temple
##########
po_klong_garai_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_po_klong_temple_mesh"
}
type_icon = "icon_structure_po_klong_garai.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_legitimacy_level_mult = 0.04
learning = 1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
monthly_county_control_growth_factor = 0.2
epidemic_resistance = 10
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 8
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 = holy_building
}
##########
# Krakatoa
##########
krakatoa_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_krakatoa.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
stress_loss_mult = 0.1
dread_baseline_add = 10
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.1
}
province_modifier = {
travel_danger = 5
}
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_natural_feature
}
##########
# Borobudur
##########
borobudur_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_borudur_mesh"
}
type_icon = "icon_structure_borobudur.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.2
monthly_dynasty_prestige_mult = 0.1
different_faith_opinion = 5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
build_speed = -0.1
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_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 = holy_building
flag = religious_studies_location
}
##########
# Hōshi Ryokan
##########
hoshi_ryokan_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_hoshi_ryokan.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 500
character_modifier = {
stress_loss_mult = 0.2
dynasty_house_opinion = 10
}
county_modifier = {
tax_mult = 0.05
development_growth = 0.05
}
province_modifier = {
monthly_income = 1
travel_danger = -10
}
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_stress_relief
}
##########
# Herat Bazaar
##########
herat_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = herat_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
herat_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Shuka of Dvin
##########
dvin_shuka_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = dvin_shuka_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
dvin_shuka_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Khrom of Lhasa
##########
lhasa_market_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = lhasa_market_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
lhasa_market_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Bazaar of Khiva
##########
khiva_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = khiva_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
khiva_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Market of Chang'an
##########
changan_market_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.15
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = changan_market_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
changan_market_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -20
monthly_income = 3
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.10
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Bazaar of Lahur (Lahore)
##########
lahur_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = lahur_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
lahur_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Hamadan Bazaar
##########
hamadan_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = hamadan_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
hamadan_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Market of Dunhuang
##########
dunhuang_market_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = dunhuang_market_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
dunhuang_market_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Sunday Bazaar of Kashgar
##########
sunday_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = sunday_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
sunday_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Mount Fuji
##########
mount_fuji_01 = {
asset = {
type = pdxmesh
name = "tgp_building_special_mt_fuji_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_apo.dds"
is_enabled = {
custom_description = {
text = holy_site_shinto_or_holy_site_trigger
OR = {
scope:holder.religion = religion:shintoism_religion
custom_description = {
text = holy_site_building_trigger
barony = { is_holy_site_of = scope:holder.faith }
}
scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
stress_loss_mult = 0.1
}
county_modifier = {
tax_mult = 0.15
travel_danger = -30
}
province_modifier = {
monthly_income = 2
}
type = special
flag = travel_point_of_interest_religious
flag = is_mountain
flag = holy_building
}
##########
# Itsukushima-jinja
##########
itsukushima_jinja_01 = {
asset = {
type = pdxmesh
name = "tgp_building_special_itsukushima_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
next_building = itsukushima_jinja_02
is_enabled = {
custom_description = {
text = holy_site_shinto_or_holy_site_trigger
OR = {
scope:holder.religion = religion:shintoism_religion
custom_description = {
text = holy_site_building_trigger
barony = { is_holy_site_of = scope:holder.faith }
}
scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
embarkation_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.1
development_growth = 0.1
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_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 = holy_building
}
itsukushima_jinja_02 = {
asset = {
type = pdxmesh
name = "tgp_building_special_itsukushima_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
is_enabled = {
custom_description = {
text = holy_site_shinto_or_holy_site_trigger
OR = {
scope:holder.religion = religion:shintoism_religion
custom_description = {
text = holy_site_building_trigger
barony = { is_holy_site_of = scope:holder.faith }
}
scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
monthly_dynasty_prestige_mult = 0.1
embarkation_cost_mult = -0.2
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.2
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_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 = holy_building
}
##########
# Heian Palace
##########
heian_palace_01 = {
asset = {
type = pdxmesh
name = "tgp_building_special_heian_kyo_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_heian_palace.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
court_grandeur_baseline_add = 10
monthly_dynasty_prestige_mult = 0.1
diplomacy_per_influence_level = 1
courtly_opinion = 5
monthly_influence_mult = 0.05
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.2
}
province_modifier = {
fort_level = 2
defender_holding_advantage = 5
}
levy = 2000
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
}
##########
# Ise Jingu
##########
ise_jingu_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
character_travel_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.1
development_growth = 0.1
}
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_religious
flag = holy_building
}
##########
# Kofuku-ji
##########
kofuku_ji_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_buddhist.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
faith_creation_piety_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
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
flag = holy_building
flag = religious_studies_location
}
##########
# Enryaku-ji (延暦寺)
##########
enryaku_ji_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_buddhist.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
faith_creation_piety_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
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
flag = holy_building
flag = religious_studies_location
}
##########
# Dazaifu
##########
dazaifu_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_prestige = 0.25
monthly_county_control_growth_factor = 0.1
build_speed = -0.1
diplomacy_per_influence_level = 1
}
character_government_modifier = {
parameter = government_is_administrative
monthly_influence = 0.5
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
fort_level = 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
}
##########
# Chinjufu
##########
chinjufu_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_prestige = 0.1
glory_hound_opinion = 5
vassal_limit = 1
defender_advantage = 4
}
county_modifier = {
hostile_raid_time = 0.5
levy_size = 0.2
development_growth_factor = 0.1
}
province_modifier = {
fort_level = 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
}
##########
# Hakata Port
##########
hakata_port_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_quanzhou_seaport.dds"
show_disabled = yes
cost_gold = 1000
#next_building = hakata_port_02
character_modifier = {
parochial_opinion = 5
naval_movement_speed_mult = 0.1
embarkation_cost_mult = -0.1
}
county_modifier = {
development_growth_factor = 0.15
development_growth = 0.1
}
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_economic
}
##########
# Hwangnyongsa
##########
hwangnyongsa_01 = {
asset = {
type = pdxmesh
name = "tgp_building_special_hwangnyongsa_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
levy_reinforcement_rate_same_faith = 0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
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
flag = holy_building
flag = religious_studies_location
}
##########
# Byeok-ran Port - 碧瀾渡 (벽란도)
##########
byeokran_port_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_quanzhou_seaport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
monthly_income = 1
parochial_opinion = 5
naval_movement_speed_mult = 0.1
embarkation_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.15
development_growth = 0.1
}
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_economic
}
##########
# Mount Baekdu
##########
mount_baekdu_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_apo.dds"
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = { is_holy_site_of = scope:holder.faith }
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
stress_loss_mult = 0.1
}
county_modifier = {
county_opinion_add = 5
tax_mult = 0.1
}
province_modifier = {
fort_level = 2
defender_holding_advantage = 6
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_stress_relief
flag = travel_point_of_interest_natural_feature # mountain
flag = is_mountain
flag = holy_building
}
##########
# Dâu Temple
##########
dau_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_dau.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
learning_per_piety_level = 1
health = 0.10
}
county_holder_character_modifier = {
buddhism_religion_opinion = 5
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.10
epidemic_resistance = 10
}
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
flag = holy_building
}
##########
# Liuhe Pagoda
##########
liuhe_pagoda_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_liuhe_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1250
character_modifier = {
monthly_county_control_growth_factor = 0.15
monthly_piety_gain_mult = 0.10
monthly_prestige_gain_mult = 0.05
clergy_opinion = 5
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.10
travel_danger = -10
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
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
flag = holy_building
}
##########
# Muaro Jambi Temple Compounds
##########
muaro_jambi_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_mauro_jambi.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
monthly_county_control_growth_factor = 0.10
martial_per_piety_level = 1
direct_vassal_opinion = 5
}
county_modifier = {
tax_mult = 0.10
}
province_modifier = {
monthly_income = 1
fort_level = 2
levy_size = 0.1
travel_danger = -20
}
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
flag = travel_point_of_interest_martial
flag = holy_building
}
##########
# Hanging Temple
##########
hanging_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_hanging_temple.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
piety_level_impact_mult = 0.1
monthly_piety_gain_per_legitimacy_level_mult = 0.05
taoism_religion_opinion = 5
buddhism_religion_opinion = 5
confucianism_religion_opinion = 5
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
tax_mult = 0.1
development_growth = 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_religious
flag = holy_building
}
##########
# Pagoda of Fogong Temple
##########
pagoda_of_fogong_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_fogong_temple_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
monthly_piety_from_buildings_mult = 0.1
monthly_piety_gain_per_legitimacy_level_mult = 0.05
buddhism_religion_opinion = 5
zealot_opinion = 5
monthly_dynasty_prestige_mult = 0.1
}
province_modifier = {
monthly_income = 1.5
artifact_decay_reduction_mult = -0.15
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.1
county_opinion_add = 5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
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
flag = holy_building
}
##########
# Plain of Jars
##########
plain_of_jars_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_plain_of_jars.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
stress_loss_per_piety_level = 0.1
diplomatic_range_mult = 0.20
intrigue_per_piety_level = 1
levy_reinforcement_rate_same_faith = 0.1
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
travel_danger = -20
}
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
flag = holy_building
}
##########
# Dieng Plateau
##########
dieng_plateau_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_dieng_pleateau.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
stress_loss_per_piety_level = 0.1
dread_gain_mult = 0.15
intrigue = 1
monthly_piety_gain_per_dread_mult = 0.05
learning = 1
}
province_modifier = {
}
county_modifier = {
monthly_county_control_decline_add = 0.5
}
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
flag = holy_building
}
##########
# Mount Apo
##########
mount_apo_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_apo.dds"
is_enabled = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
piety_level_impact_mult = 0.25
faith_creation_piety_cost_mult = -0.15
stress_loss_mult = 0.05
realm_priest_opinion = 10
}
county_modifier = {
monthly_county_control_growth_factor = 0.1
}
province_modifier = {
monthly_income = 1
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_stress_relief
flag = travel_point_of_interest_natural_feature # mountain
flag = is_mountain
flag = holy_building
}
##########
# Besakih Temple
##########
besakih_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_besakih.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
hinduism_religion_opinion = 10
monthly_dynasty_prestige_mult = 0.1
learning = 1
legitimacy_gain_mult = 0.1
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
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
flag = holy_building
}
##########
# Gongsanseong Fortress
##########
gongsanseong_fortress_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_gongsanseong_fortress.dds"
can_construct_potential = {
}
cost_gold = 1500
max_garrison = good_building_max_garrison_tier_2
character_modifier = {
monthly_dynasty_prestige_mult = 0.1
monthly_county_control_growth_add = 0.5
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}
##########
# White Deer Grotto Academy
##########
white_deer_grotto_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
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 = 2
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
}
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
}
##########
# Shigu Academy
##########
shigu_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
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_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
monthly_dynasty_prestige = 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
}
##########
# Culai Academy
##########
culai_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
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
monthly_prestige = 0.05
}
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
}
##########
# Lize Academy
##########
lize_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
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_merit_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
prestige_level_impact_mult = 0.15
}
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
}
##########
# Maoshan Academy
##########
maoshan_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
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 = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
faith_creation_piety_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
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
flag = travel_point_of_interest_learning
flag = special_university
flag = religious_studies_location
}
##########
# Tiantai Monasteries
##########
tiantai_monasteries_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
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 = {
monthly_piety = 0.20
faith_creation_piety_cost_mult = -0.05
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
monthly_income = 1.5
}
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
flag = travel_point_of_interest_learning
flag = holy_building
flag = special_university
flag = religious_studies_location
}
##########
# Jizu Shan Temples
##########
jizu_shan_temples_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
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 = {
monthly_piety = 0.20
faith_creation_piety_cost_mult = -0.05
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
monthly_income = 1.5
}
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
flag = travel_point_of_interest_learning
flag = holy_building
flag = special_university
flag = religious_studies_location
}
##########
# Nanhua Temple
##########
nanhua_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
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 = {
monthly_piety = 0.20
faith_creation_piety_cost_mult = -0.05
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
monthly_income = 1.5
}
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
flag = travel_point_of_interest_learning
flag = holy_building
flag = special_university
flag = religious_studies_location
}
##########
# Mozu Tombs
##########
mozu_tombs = {
asset = {
type = pdxmesh
name = "tgp_kofun_decal_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_kofun.dds"
can_construct_potential = {
building_requirement_tribal = no
}
county_modifier = {
county_opinion_add = 5
defender_holding_advantage = normal_building_advantage_tier_1
}
cost_gold = 2000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
short_reign_duration_mult = -0.1
monthly_piety = 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_wonder
}
##########
# Trosky Castle
##########
trosky_castle_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "building_special_trosky_castle_01_mesh"
}
type_icon = "icon_building_hill_forts.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
cost_gold = 500
county_modifier = {
defender_holding_advantage = 5
county_opinion_add = 5
hostile_raid_time = 0.5
travel_danger = -10
}
province_modifier = {
garrison_size = 0.25
fort_level = 1
stationed_maa_toughness_mult = 0.05
stationed_maa_damage_mult = 0.05
}
ai_value = {
base = 100
culture_likely_to_fortify_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_martial
}