2978 lines
83 KiB
Text
2978 lines
83 KiB
Text
#####################################################################
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# EFFECT LIST
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#####################################################################
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# !!! Remember to add all new effects with a short description here !!!
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#add_next_building_tier_effect
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#add_random_building_effect
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#add_random_building_variable_effect
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#####################################################################
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# EFFECTS
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#####################################################################
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# Builds or upgrades the specified building, e.g. outposts
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add_next_building_tier_effect = {
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if = {
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limit = {
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NOT = { has_building_or_higher = $BUILDING$_01 }
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}
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add_building = $BUILDING$_01
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}
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else_if = {
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limit = { has_building = $BUILDING$_01 }
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add_building = $BUILDING$_02
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}
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else_if = {
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limit = { has_building = $BUILDING$_02 }
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add_building = $BUILDING$_03
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}
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else_if = {
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limit = { has_building = $BUILDING$_03 }
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add_building = $BUILDING$_04
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}
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else_if = {
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limit = { has_building = $BUILDING$_04 }
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add_building = $BUILDING$_05
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}
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else_if = {
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limit = { has_building = $BUILDING$_05 }
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add_building = $BUILDING$_06
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}
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else_if = {
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limit = { has_building = $BUILDING$_06 }
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add_building = $BUILDING$_07
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}
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else_if = {
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limit = { has_building = $BUILDING$_07 }
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add_building = $BUILDING$_08
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}
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}
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#### Create Random Building - 2 Part Effect ####
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# creates a random building in a holding, limited by innovations and holding level, and weighted to cheapest/lowest level, excludes tribal holdings/buildings, only for use in castle/church/city baronies
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# ensure the event/script where this is used checks that a building can be built, based on innovations and holding level, as if noe can be built this effect will do absolutely nada
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# 1, sets variable based on fitness of possible buildings
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add_random_building_variable_effect = { # Province scope
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province_owner = { save_scope_as = build_owner }
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province_owner = { save_scope_as = holder } #Since building requirements reference scope:holder.
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random_list = { # Which building?
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# Generic/Terrain
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10 = { # outposts : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = outposts } # Generic eligiblity
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generic_recruitment_building_innovations_trigger = { BUILDING = outposts }
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}
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set_variable = {
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name = random_building_variable
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value = 0
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days = 365
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}
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}
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10 = { # logging_camps : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = logging_camps }
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generic_economic_building_innovation_trigger = { BUILDING = logging_camps }
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}
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set_variable = {
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name = random_building_variable
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value = 1
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days = 365
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}
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}
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10 = { # peat_quarries : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = peat_quarries }
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generic_economic_building_innovation_trigger = { BUILDING = peat_quarries }
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}
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set_variable = {
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name = random_building_variable
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value = 2
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days = 365
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}
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}
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10 = { # hill_forts : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = hill_forts }
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generic_fortification_building_innovations_trigger = { BUILDING = hill_forts }
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}
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set_variable = {
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name = random_building_variable
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value = 3
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days = 365
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}
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}
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10 = { # plantations : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = plantations }
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generic_economic_building_innovation_trigger = { BUILDING = plantations }
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}
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set_variable = {
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name = random_building_variable
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value = 4
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days = 365
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}
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}
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10 = { # quarries : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = quarries }
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generic_economic_building_innovation_trigger = { BUILDING = quarries }
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}
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set_variable = {
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name = random_building_variable
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value = 5
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days = 365
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}
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}
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10 = { # hunting_grounds : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = hunting_grounds }
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generic_economic_building_innovation_trigger = { BUILDING = hunting_grounds }
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}
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set_variable = {
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name = random_building_variable
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value = 6
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days = 365
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}
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}
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10 = { # military_camps : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = military_camps }
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generic_recruitment_building_innovations_trigger = { BUILDING = military_camps }
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}
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set_variable = {
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name = random_building_variable
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value = 7
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days = 365
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}
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}
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10 = { # horse_pastures : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = horse_pastures }
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generic_recruitment_building_innovations_trigger = { BUILDING = horse_pastures }
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}
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set_variable = {
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name = random_building_variable
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value = 8
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days = 365
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}
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}
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10 = { # hillside_grazing : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = hillside_grazing }
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generic_recruitment_building_innovations_trigger = { BUILDING = hillside_grazing }
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}
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set_variable = {
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name = random_building_variable
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value = 9
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days = 365
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}
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}
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10 = { # warrior_lodges : Cheap
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trigger = {
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add_random_building_trigger = { BUILDING = warrior_lodges }
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generic_recruitment_building_innovations_trigger = { BUILDING = warrior_lodges }
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}
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set_variable = {
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name = random_building_variable
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value = 10
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days = 365
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}
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}
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2 = { # pastures : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = pastures }
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generic_economic_building_innovation_trigger = { BUILDING = pastures }
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}
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set_variable = {
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name = random_building_variable
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value = 11
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days = 365
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}
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}
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2 = { # ramparts : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = ramparts }
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generic_fortification_building_innovations_trigger = { BUILDING = ramparts }
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}
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set_variable = {
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name = random_building_variable
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value = 12
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days = 365
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}
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}
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2 = { # curtain_walls : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = curtain_walls }
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generic_fortification_building_innovations_trigger = { BUILDING = curtain_walls }
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}
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set_variable = {
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name = random_building_variable
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value = 13
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days = 365
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}
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}
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2 = { # watchtowers : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = watchtowers }
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generic_fortification_building_innovations_trigger = { BUILDING = watchtowers }
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}
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set_variable = {
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name = random_building_variable
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value = 14
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days = 365
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}
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}
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2 = { # cereal_fields : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = cereal_fields }
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generic_economic_building_innovation_trigger = { BUILDING = cereal_fields }
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}
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set_variable = {
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name = random_building_variable
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value = 15
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days = 365
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}
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}
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2 = { # barracks : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = barracks }
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generic_recruitment_building_innovations_trigger = { BUILDING = barracks }
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}
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set_variable = {
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name = random_building_variable
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value = 16
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days = 365
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}
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}
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2 = { # camel_farms : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = camel_farms }
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generic_recruitment_building_innovations_trigger = { BUILDING = camel_farms }
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}
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set_variable = {
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name = random_building_variable
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value = 17
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days = 365
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}
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}
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2 = { # hill_farms : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = hill_farms }
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generic_economic_building_innovation_trigger = { BUILDING = hill_farms }
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}
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set_variable = {
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name = random_building_variable
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value = 18
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days = 365
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}
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}
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2 = { # elephant_pens : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = elephant_pens }
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generic_economic_building_innovation_trigger = { BUILDING = elephant_pens }
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}
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set_variable = {
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name = random_building_variable
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value = 19
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days = 365
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}
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}
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2 = { # common_tradeport : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = common_tradeport }
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# Innovation triggers
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trigger_if = {
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limit = { has_building_or_higher = common_tradeport_01 }
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scope:build_owner.culture = {
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OR = {
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has_innovation = innovation_crop_rotation
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has_cultural_parameter = next_level_trade_ports
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}
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}
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}
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trigger_if = {
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limit = { has_building_or_higher = common_tradeport_02 }
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building_requirement_castle_city_church = { LEVEL = 02 }
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scope:build_owner.culture = {
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OR = {
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has_innovation = innovation_manorialism
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AND = {
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has_innovation = innovation_crop_rotation
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has_cultural_parameter = next_level_trade_ports
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}
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}
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}
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}
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trigger_if = {
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limit = { has_building_or_higher = common_tradeport_04 }
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building_requirement_castle_city_church = { LEVEL = 03 }
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scope:build_owner.culture = {
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OR = {
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has_innovation = innovation_windmills
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AND = {
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has_innovation = innovation_manorialism
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has_cultural_parameter = next_level_trade_ports
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}
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}
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}
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}
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trigger_if = {
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limit = { has_building_or_higher = common_tradeport_06 }
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building_requirement_castle_city_church = { LEVEL = 04 }
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scope:build_owner.culture = {
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OR = {
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has_innovation = innovation_cranes
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AND = {
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has_innovation = innovation_windmills
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has_cultural_parameter = next_level_trade_ports
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}
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}
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}
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}
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}
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set_variable = {
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name = random_building_variable
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value = 20
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days = 365
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}
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}
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2 = { # hospices : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = hospices }
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generic_economic_building_innovation_trigger = { BUILDING = hospices }
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}
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set_variable = {
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name = random_building_variable
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value = 21
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days = 365
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}
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}
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2 = { # qanats : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = qanats }
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building_requirement_castle_city_church = { LEVEL = 01 }
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trigger_if = {
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limit = {
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NOT = {
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has_building_or_higher = qanats_01
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}
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}
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scope:build_owner.culture = {
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has_cultural_parameter = unlocks_qanat_building
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}
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}
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trigger_if = {
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limit = {
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has_building_or_higher = qanats_02
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}
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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trigger_if = {
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limit = {
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has_building_or_higher = qanats_04
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}
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building_requirement_castle_city_church = { LEVEL = 03 }
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}
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trigger_if = {
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limit = {
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has_building_or_higher = qanats_06
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}
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building_requirement_castle_city_church = { LEVEL = 04 }
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}
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}
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set_variable = {
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name = random_building_variable
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value = 22
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days = 365
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}
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}
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2 = { # murex_farm : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = murex_farm }
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building_requirement_castle_city_church = { LEVEL = 01 }
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county = { NOT = { has_county_modifier = backwater_county_modifier } }
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trigger_if = {
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limit = {
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has_building_or_higher = murex_farm_02
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}
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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trigger_if = {
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limit = {
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has_building_or_higher = murex_farm_04
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}
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building_requirement_castle_city_church = { LEVEL = 03 }
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}
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trigger_if = {
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limit = {
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has_building_or_higher = murex_farm_06
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}
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building_requirement_castle_city_church = { LEVEL = 03 }
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}
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}
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set_variable = {
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name = random_building_variable
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value = 23
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days = 365
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}
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}
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2 = { # wind_furnace : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = wind_furnace }
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building_requirement_castle_city_church = { LEVEL = 01 }
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trigger_if = {
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limit = {
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has_building_or_higher = wind_furnace_01
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}
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scope:build_owner.culture = {
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has_innovation = innovation_barracks
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}
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}
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trigger_if = {
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limit = {
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has_building_or_higher = wind_furnace_02
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}
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building_requirement_castle_city_church = { LEVEL = 02 }
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scope:build_owner.culture = {
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has_innovation = innovation_burhs
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}
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}
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trigger_if = {
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limit = {
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has_building_or_higher = wind_furnace_04
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}
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building_requirement_castle_city_church = { LEVEL = 03 }
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scope:build_owner.culture = {
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has_innovation = innovation_castle_baileys
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}
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}
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trigger_if = {
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limit = {
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has_building_or_higher = wind_furnace_05
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}
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scope:build_owner.culture = {
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has_innovation = innovation_royal_armory
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}
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}
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trigger_if = {
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limit = {
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has_building_or_higher = wind_furnace_06
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}
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building_requirement_castle_city_church = { LEVEL = 04 }
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}
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}
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set_variable = {
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name = random_building_variable
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value = 24
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days = 365
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}
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}
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2 = { # stables : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = stables }
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generic_recruitment_building_innovations_trigger = { BUILDING = stables }
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}
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set_variable = {
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name = random_building_variable
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value = 25
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days = 365
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}
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}
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2 = { # smiths : Normal
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trigger = {
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add_random_building_trigger = { BUILDING = smiths }
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generic_recruitment_building_innovations_trigger = { BUILDING = smiths }
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}
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set_variable = {
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name = random_building_variable
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value = 26
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days = 365
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}
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}
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1 = { # orchards : Expensive
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trigger = {
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add_random_building_trigger = { BUILDING = orchards }
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generic_economic_building_innovation_trigger = { BUILDING = orchards }
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}
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set_variable = {
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name = random_building_variable
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value = 27
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days = 365
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}
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}
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1 = { # farm_estates : Expensive
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trigger = {
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add_random_building_trigger = { BUILDING = farm_estates }
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generic_economic_building_innovation_trigger = { BUILDING = farm_estates }
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}
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set_variable = {
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name = random_building_variable
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value = 28
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days = 365
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}
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}
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1 = { # regimental_grounds : Expensive
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trigger = {
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add_random_building_trigger = { BUILDING = regimental_grounds }
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generic_recruitment_building_innovations_trigger = { BUILDING = regimental_grounds }
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}
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set_variable = {
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name = random_building_variable
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value = 29
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days = 365
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}
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}
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1 = { # caravanserai : Expensive
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trigger = {
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is_county_capital = yes
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building_caravanserai_requirement_terrain = yes
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scope:build_owner.culture = {
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has_innovation = innovation_guilds
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}
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building_requirement_castle_city_church = { LEVEL = 01 }
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trigger_if = { # if all slots are full, this building type exists already
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limit = { free_building_slots = 0 }
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has_building_or_higher = caravanserai_01
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}
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trigger_if = {
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limit = { has_building_or_higher = caravanserai_01 }
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NOT = {
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has_lesser_building_trigger = { COMPARE = caravanserai }
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}
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}
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# City level triggers
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trigger_if = {
|
|
limit = { has_building_or_higher = caravanserai_02 }
|
|
building_requirement_castle_city_church = { LEVEL = 02 }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = caravanserai_04 }
|
|
building_requirement_castle_city_church = { LEVEL = 03 }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = caravanserai_05 }
|
|
scope:build_owner.culture = { has_innovation = innovation_cranes }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = caravanserai_06 }
|
|
building_requirement_castle_city_church = { LEVEL = 04 }
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 30
|
|
days = 365
|
|
}
|
|
}
|
|
1 = { # watermills : Expensive
|
|
trigger = {
|
|
is_county_capital = yes
|
|
building_watermills_requirement_terrain = yes
|
|
scope:build_owner.culture = {
|
|
has_innovation = innovation_windmills
|
|
}
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
trigger_if = { # if all slots are full, this building type exists already
|
|
limit = { free_building_slots = 0 }
|
|
has_building_or_higher = watermills_01
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = watermills_01 }
|
|
NOT = {
|
|
has_lesser_building_trigger = { COMPARE = watermills }
|
|
}
|
|
}
|
|
# City level triggers
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = watermills_02 }
|
|
building_requirement_castle_city_church = { LEVEL = 02 }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = watermills_04 }
|
|
building_requirement_castle_city_church = { LEVEL = 03 }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = watermills_05 }
|
|
scope:build_owner.culture = { has_innovation = innovation_cranes }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = watermills_06 }
|
|
building_requirement_castle_city_church = { LEVEL = 04 }
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 31
|
|
days = 365
|
|
}
|
|
}
|
|
1 = { # windmills : Expensive
|
|
trigger = {
|
|
is_county_capital = yes
|
|
building_windmills_requirement_terrain = yes
|
|
scope:build_owner.culture = {
|
|
has_innovation = innovation_windmills
|
|
}
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
trigger_if = { # if all slots are full, this building type exists already
|
|
limit = { free_building_slots = 0 }
|
|
has_building_or_higher = windmills_01
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = windmills_01 }
|
|
NOT = {
|
|
has_lesser_building_trigger = { COMPARE = windmills }
|
|
}
|
|
}
|
|
# City level triggers
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = windmills_02 }
|
|
building_requirement_castle_city_church = { LEVEL = 02 }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = windmills_04 }
|
|
building_requirement_castle_city_church = { LEVEL = 03 }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = windmills_05 }
|
|
scope:build_owner.culture = { has_innovation = innovation_cranes }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = windmills_06 }
|
|
building_requirement_castle_city_church = { LEVEL = 04 }
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 32
|
|
days = 365
|
|
}
|
|
}
|
|
1 = { # workshops : Expensive
|
|
trigger = {
|
|
add_random_building_trigger = { BUILDING = workshops }
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
scope:build_owner.culture = {
|
|
has_innovation = innovation_advanced_bowmaking
|
|
}
|
|
trigger_if = {
|
|
limit = {
|
|
has_building_or_higher = workshops_02
|
|
}
|
|
building_requirement_castle_city_church = { LEVEL = 02 }
|
|
}
|
|
trigger_if = {
|
|
limit = {
|
|
has_building_or_higher = workshops_04
|
|
}
|
|
building_requirement_castle_city_church = { LEVEL = 03 }
|
|
}
|
|
trigger_if = {
|
|
limit = {
|
|
has_building_or_higher = workshops_05
|
|
}
|
|
scope:build_owner.culture = {
|
|
has_innovation = innovation_royal_armory
|
|
}
|
|
}
|
|
trigger_if = {
|
|
limit = {
|
|
has_building_or_higher = workshops_06
|
|
}
|
|
building_requirement_castle_city_church = { LEVEL = 04 }
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 33
|
|
days = 365
|
|
}
|
|
}
|
|
# Holding Type Specific : Normal
|
|
10 = { # monastic_schools : Normal
|
|
trigger = {
|
|
has_holding_type = church_holding
|
|
trigger_if = { # if all slots are full, this building type exists already
|
|
limit = { free_building_slots = 0 }
|
|
has_building_or_higher = monastic_schools_01
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = monastic_schools_01 }
|
|
NOT = {
|
|
has_lesser_building_trigger = { COMPARE = monastic_schools }
|
|
}
|
|
}
|
|
# Innovation triggers
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = monastic_schools_01 }
|
|
scope:build_owner.culture = { has_innovation = innovation_city_planning }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = monastic_schools_02 }
|
|
building_requirement_castle_city_church = { LEVEL = 02 }
|
|
scope:build_owner.culture = { has_innovation = innovation_manorialism }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = monastic_schools_04 }
|
|
building_requirement_castle_city_church = { LEVEL = 03 }
|
|
scope:build_owner.culture = { has_innovation = innovation_windmills }
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = monastic_schools_06 }
|
|
building_requirement_castle_city_church = { LEVEL = 04 }
|
|
scope:build_owner.culture = { has_innovation = innovation_cranes }
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 34
|
|
days = 365
|
|
}
|
|
}
|
|
10 = { # guild_halls : Normal
|
|
trigger = {
|
|
has_holding_type = city_holding
|
|
trigger_if = { # if all slots are full, this building type exists already
|
|
limit = { free_building_slots = 0 }
|
|
has_building_or_higher = guild_halls_01
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = guild_halls_01 }
|
|
NOT = {
|
|
has_lesser_building_trigger = { COMPARE = guild_halls }
|
|
}
|
|
}
|
|
# Innovation triggers
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = guild_halls_01 }
|
|
scope:build_owner.culture = {
|
|
OR = {
|
|
has_innovation = innovation_crop_rotation
|
|
has_cultural_parameter = next_level_guild_halls
|
|
}
|
|
}
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = guild_halls_02 }
|
|
OR = {
|
|
AND = {
|
|
building_requirement_castle_city_church = { LEVEL = 02 }
|
|
scope:build_owner.culture = {
|
|
has_innovation = innovation_manorialism
|
|
}
|
|
}
|
|
scope:build_owner.culture = {
|
|
has_cultural_parameter = next_level_guild_halls
|
|
has_innovation = innovation_crop_rotation
|
|
}
|
|
}
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = guild_halls_04 }
|
|
OR = {
|
|
AND = {
|
|
building_requirement_castle_city_church = { LEVEL = 03 }
|
|
scope:build_owner.culture = {
|
|
has_innovation = innovation_guilds
|
|
}
|
|
}
|
|
AND = {
|
|
building_requirement_castle_city_church = { LEVEL = 02 }
|
|
scope:build_owner.culture = {
|
|
has_cultural_parameter = next_level_guild_halls
|
|
has_innovation = innovation_manorialism
|
|
}
|
|
}
|
|
}
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = guild_halls_06 }
|
|
OR = {
|
|
AND = {
|
|
building_requirement_castle_city_church = { LEVEL = 04 }
|
|
scope:build_owner.culture = {
|
|
has_innovation = innovation_cranes
|
|
}
|
|
}
|
|
AND = {
|
|
building_requirement_castle_city_church = { LEVEL = 03 }
|
|
scope:build_owner.culture = {
|
|
has_cultural_parameter = next_level_guild_halls
|
|
has_innovation = innovation_guilds
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 35
|
|
days = 365
|
|
}
|
|
}
|
|
10 = { # scriptorium : Normal
|
|
trigger = {
|
|
has_holding_type = church_holding
|
|
scope:build_owner = {
|
|
has_dlc_feature = legends
|
|
}
|
|
trigger_if = { # if all slots are full, this building type exists already
|
|
limit = { free_building_slots = 0 }
|
|
has_building_or_higher = scriptorium_01
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = scriptorium_01 }
|
|
NOT = {
|
|
has_lesser_building_trigger = { COMPARE = scriptorium }
|
|
}
|
|
}
|
|
generic_economic_building_innovation_trigger = { BUILDING = scriptorium }
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 36
|
|
days = 365
|
|
}
|
|
}
|
|
10 = { # megalith : Normal
|
|
trigger = {
|
|
has_holding_type = church_holding
|
|
scope:build_owner.faith = {
|
|
has_doctrine_parameter = can_build_megaliths
|
|
}
|
|
trigger_if = { # if all slots are full, this building type exists already
|
|
limit = { free_building_slots = 0 }
|
|
has_building_or_higher = megalith_01
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = megalith_01 }
|
|
NOT = {
|
|
has_lesser_building_trigger = { COMPARE = megalith }
|
|
}
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = megalith_02 }
|
|
scope:build_owner.culture = {
|
|
has_innovation = innovation_city_planning
|
|
}
|
|
}
|
|
trigger_if = {
|
|
limit = { has_building_or_higher = megalith_03 }
|
|
building_requirement_castle_city_church = { LEVEL = 02 }
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 37
|
|
days = 365
|
|
}
|
|
}
|
|
2 = { # waterworks : Normal
|
|
trigger = {
|
|
add_random_building_trigger = { BUILDING = waterworks }
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
county = { NOT = { has_county_modifier = backwater_county_modifier } }
|
|
trigger_if = {
|
|
limit = {
|
|
has_building_or_higher = waterworks_02
|
|
}
|
|
building_requirement_castle_city_church = { LEVEL = 02 }
|
|
}
|
|
trigger_if = {
|
|
limit = {
|
|
has_building_or_higher = waterworks_04
|
|
}
|
|
building_requirement_castle_city_church = { LEVEL = 03 }
|
|
}
|
|
trigger_if = {
|
|
limit = {
|
|
has_building_or_higher = waterworks_06
|
|
}
|
|
building_requirement_castle_city_church = { LEVEL = 03 }
|
|
}
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 42
|
|
days = 365
|
|
}
|
|
}
|
|
2 = { # paddy_fields : Normal
|
|
trigger = {
|
|
add_random_building_trigger = { BUILDING = paddy_fields }
|
|
generic_economic_building_innovation_trigger = { BUILDING = paddy_fields }
|
|
}
|
|
set_variable = {
|
|
name = random_building_variable
|
|
value = 43
|
|
days = 365
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
# 2, builds based on variable
|
|
add_random_building_construct_effect = { # Province scope
|
|
if = {
|
|
limit = { has_variable = random_building_variable }
|
|
switch = {
|
|
trigger = var:random_building_variable
|
|
0 = {
|
|
add_next_building_tier_effect = { BUILDING = outposts }
|
|
}
|
|
1 = {
|
|
add_next_building_tier_effect = { BUILDING = logging_camps }
|
|
}
|
|
2 = {
|
|
add_next_building_tier_effect = { BUILDING = peat_quarries }
|
|
}
|
|
3 = {
|
|
add_next_building_tier_effect = { BUILDING = hill_forts }
|
|
}
|
|
4 = {
|
|
add_next_building_tier_effect = { BUILDING = plantations }
|
|
}
|
|
5 = {
|
|
add_next_building_tier_effect = { BUILDING = quarries }
|
|
}
|
|
6 = {
|
|
add_next_building_tier_effect = { BUILDING = hunting_grounds }
|
|
}
|
|
7 = {
|
|
add_next_building_tier_effect = { BUILDING = military_camps }
|
|
}
|
|
8 = {
|
|
add_next_building_tier_effect = { BUILDING = horse_pastures }
|
|
}
|
|
9 = {
|
|
add_next_building_tier_effect = { BUILDING = hillside_grazing }
|
|
}
|
|
10 = {
|
|
add_next_building_tier_effect = { BUILDING = warrior_lodges }
|
|
}
|
|
11 = {
|
|
add_next_building_tier_effect = { BUILDING = pastures }
|
|
}
|
|
12 = {
|
|
add_next_building_tier_effect = { BUILDING = ramparts }
|
|
}
|
|
13 = {
|
|
add_next_building_tier_effect = { BUILDING = curtain_walls }
|
|
}
|
|
14 = {
|
|
add_next_building_tier_effect = { BUILDING = watchtowers }
|
|
}
|
|
15 = {
|
|
add_next_building_tier_effect = { BUILDING = cereal_fields }
|
|
}
|
|
16 = {
|
|
add_next_building_tier_effect = { BUILDING = barracks }
|
|
}
|
|
17 = {
|
|
add_next_building_tier_effect = { BUILDING = camel_farms }
|
|
}
|
|
18 = {
|
|
add_next_building_tier_effect = { BUILDING = hill_farms }
|
|
}
|
|
19 = {
|
|
add_next_building_tier_effect = { BUILDING = elephant_pens }
|
|
}
|
|
20 = {
|
|
add_next_building_tier_effect = { BUILDING = common_tradeport }
|
|
}
|
|
21 = {
|
|
add_next_building_tier_effect = { BUILDING = hospices }
|
|
}
|
|
22 = {
|
|
add_next_building_tier_effect = { BUILDING = qanats }
|
|
}
|
|
23 = {
|
|
add_next_building_tier_effect = { BUILDING = murex_farm }
|
|
}
|
|
24 = {
|
|
add_next_building_tier_effect = { BUILDING = wind_furnace }
|
|
}
|
|
25 = {
|
|
add_next_building_tier_effect = { BUILDING = stables }
|
|
}
|
|
26 = {
|
|
add_next_building_tier_effect = { BUILDING = smiths }
|
|
}
|
|
27 = {
|
|
add_next_building_tier_effect = { BUILDING = orchards }
|
|
}
|
|
28 = {
|
|
add_next_building_tier_effect = { BUILDING = farm_estates }
|
|
}
|
|
29 = {
|
|
add_next_building_tier_effect = { BUILDING = regimental_grounds }
|
|
}
|
|
30 = {
|
|
add_next_building_tier_effect = { BUILDING = caravanserai }
|
|
}
|
|
31 = {
|
|
add_next_building_tier_effect = { BUILDING = windmills }
|
|
}
|
|
32 = {
|
|
add_next_building_tier_effect = { BUILDING = watermills }
|
|
}
|
|
33 = {
|
|
add_next_building_tier_effect = { BUILDING = workshops }
|
|
}
|
|
34 = {
|
|
add_next_building_tier_effect = { BUILDING = monastic_schools }
|
|
}
|
|
35 = {
|
|
add_next_building_tier_effect = { BUILDING = guild_halls }
|
|
}
|
|
36 = {
|
|
add_next_building_tier_effect = { BUILDING = scriptorium }
|
|
}
|
|
37 = {
|
|
add_next_building_tier_effect = { BUILDING = megalith }
|
|
}
|
|
42 = {
|
|
add_next_building_tier_effect = { BUILDING = waterworks }
|
|
}
|
|
43 = {
|
|
add_next_building_tier_effect = { BUILDING = paddy_fields }
|
|
}
|
|
}
|
|
remove_variable = random_building_variable
|
|
}
|
|
}
|
|
|
|
# For stuff that has exactly _eight_ levels of upgrades.
|
|
destroy_or_downgrade_building_effect = {
|
|
if = {
|
|
limit = { has_building = $BUILDING$_08 }
|
|
remove_building = $BUILDING$_08
|
|
hidden_effect = { add_building = $BUILDING$_07 }
|
|
}
|
|
else_if = {
|
|
limit = { has_building = $BUILDING$_07 }
|
|
remove_building = $BUILDING$_07
|
|
hidden_effect = { add_building = $BUILDING$_06 }
|
|
}
|
|
else_if = {
|
|
limit = { has_building = $BUILDING$_06 }
|
|
remove_building = $BUILDING$_06
|
|
hidden_effect = { add_building = $BUILDING$_05 }
|
|
}
|
|
else_if = {
|
|
limit = { has_building = $BUILDING$_05 }
|
|
remove_building = $BUILDING$_05
|
|
hidden_effect = { add_building = $BUILDING$_04 }
|
|
}
|
|
else_if = {
|
|
limit = { has_building = $BUILDING$_04 }
|
|
remove_building = $BUILDING$_04
|
|
hidden_effect = { add_building = $BUILDING$_03 }
|
|
}
|
|
else_if = {
|
|
limit = { has_building = $BUILDING$_03 }
|
|
remove_building = $BUILDING$_03
|
|
hidden_effect = { add_building = $BUILDING$_02 }
|
|
}
|
|
else_if = {
|
|
limit = { has_building = $BUILDING$_02 }
|
|
remove_building = $BUILDING$_02
|
|
hidden_effect = { add_building = $BUILDING$_01 }
|
|
}
|
|
else = { remove_building = $BUILDING$_01 }
|
|
}
|
|
|
|
# For stuff that has exactly _three_ levels of upgrades.
|
|
destroy_or_downgrade_ducal_building_effect = {
|
|
if = {
|
|
limit = { has_building = $BUILDING$_03 }
|
|
remove_building = $BUILDING$_03
|
|
hidden_effect = { add_building = $BUILDING$_02 }
|
|
}
|
|
else_if = {
|
|
limit = { has_building = $BUILDING$_02 }
|
|
remove_building = $BUILDING$_02
|
|
hidden_effect = { add_building = $BUILDING$_01 }
|
|
}
|
|
else = { remove_building = $BUILDING$_01 }
|
|
}
|
|
|
|
# For stuff that has exactly _two_ levels of upgrades.
|
|
destroy_or_downgrade_tribal_building_effect = {
|
|
if = {
|
|
limit = { has_building = $BUILDING$_02 }
|
|
remove_building = $BUILDING$_02
|
|
hidden_effect = { add_building = $BUILDING$_01 }
|
|
}
|
|
else = { remove_building = $BUILDING$_01 }
|
|
}
|
|
|
|
destroy_random_building_variable_effect = { # Province scope
|
|
save_scope_as = raid_province
|
|
if = {
|
|
limit = { has_variable = destroyed_building_variable }
|
|
remove_variable = destroyed_building_variable
|
|
}
|
|
random_list = { # Which building?
|
|
# Generic/Terrain
|
|
10 = { # outposts : Cheap
|
|
trigger = { has_building_or_higher = outposts_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 0
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # logging_camps : Cheap
|
|
trigger = { has_building_or_higher = logging_camps_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 1
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # peat_quarries : Cheap
|
|
trigger = { has_building_or_higher = peat_quarries_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 2
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # hill_forts : Cheap
|
|
trigger = { has_building_or_higher = hill_forts_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 3
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # plantations : Cheap
|
|
trigger = { has_building_or_higher = plantations_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 4
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # quarries : Cheap
|
|
trigger = { has_building_or_higher = quarries_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 5
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # hunting_grounds : Cheap
|
|
trigger = { has_building_or_higher = hunting_grounds_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 6
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # military_camps : Cheap
|
|
trigger = { has_building_or_higher = military_camps_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 7
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # horse_pastures : Cheap
|
|
trigger = { has_building_or_higher = horse_pastures_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 8
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # hillside_grazing : Cheap
|
|
trigger = { has_building_or_higher = hillside_grazing_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 9
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # warrior_lodges : Cheap
|
|
trigger = { has_building_or_higher = warrior_lodges_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 10
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # pastures : Normal
|
|
trigger = { has_building_or_higher = pastures_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 11
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # ramparts : Normal
|
|
trigger = { has_building_or_higher = ramparts_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 12
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # curtain_walls : Normal
|
|
trigger = { has_building_or_higher = curtain_walls_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 13
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # watchtowers : Normal
|
|
trigger = { has_building_or_higher = watchtowers_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 14
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # cereal_fields : Normal
|
|
trigger = { has_building_or_higher = cereal_fields_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 15
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # barracks : Normal
|
|
trigger = { has_building_or_higher = barracks_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 16
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # camel_farms : Normal
|
|
trigger = { has_building_or_higher = camel_farms_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 17
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # hill_farms : Normal
|
|
trigger = { has_building_or_higher = hill_farms_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 18
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # paddy_fields : Normal
|
|
trigger = { has_building_or_higher = hill_farms_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 43
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # elephant_pens : Normal
|
|
trigger = { has_building_or_higher = elephant_pens_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 19
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # common_tradeport : Normal
|
|
trigger = { has_building_or_higher = common_tradeport_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 20
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # hospices : Normal
|
|
trigger = { has_building_or_higher = hospices_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 21
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # qanats : Normal
|
|
trigger = { has_building_or_higher = qanats_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 22
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # murex_farm : Normal
|
|
trigger = { has_building_or_higher = murex_farm_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 23
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # waterworks : Normal
|
|
trigger = { has_building_or_higher = waterworks_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 42
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # wind_furnace : Normal
|
|
trigger = { has_building_or_higher = wind_furnace_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 24
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # stables : Normal
|
|
trigger = { has_building_or_higher = stables_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 25
|
|
months = 1
|
|
}
|
|
}
|
|
2 = { # smiths : Normal
|
|
trigger = { has_building_or_higher = smiths_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 26
|
|
months = 1
|
|
}
|
|
}
|
|
1 = { # orchards : Expensive
|
|
trigger = { has_building_or_higher = orchards_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 27
|
|
months = 1
|
|
}
|
|
}
|
|
1 = { # farm_estates : Expensive
|
|
trigger = { has_building_or_higher = farm_estates_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 28
|
|
months = 1
|
|
}
|
|
}
|
|
1 = { # regimental_grounds : Expensive
|
|
trigger = { has_building_or_higher = regimental_grounds_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 29
|
|
months = 1
|
|
}
|
|
}
|
|
1 = { # caravanserai : Expensive
|
|
trigger = { has_building_or_higher = caravanserai_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 30
|
|
months = 1
|
|
}
|
|
}
|
|
1 = { # watermills : Expensive
|
|
trigger = { has_building_or_higher = watermills_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 31
|
|
months = 1
|
|
}
|
|
}
|
|
1 = { # windmills : Expensive
|
|
trigger = { has_building_or_higher = windmills_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 32
|
|
months = 1
|
|
}
|
|
}
|
|
1 = { # workshops : Expensive
|
|
trigger = { has_building_or_higher = workshops_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 33
|
|
months = 1
|
|
}
|
|
}
|
|
# Holding Type Specific : Normal
|
|
10 = { # monastic_schools : Normal
|
|
trigger = { has_building_or_higher = monastic_schools_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 21
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # guild_halls : Normal
|
|
trigger = { has_building_or_higher = guild_halls_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 35
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # scriptorium : Normal
|
|
trigger = { has_building_or_higher = scriptorium_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 36
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # megalith : Normal
|
|
trigger = { has_building_or_higher = megalith_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 37
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # Waterworks
|
|
trigger = { has_building_or_higher = waterworks_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 42
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # Paddy Fields
|
|
trigger = { has_building_or_higher = paddy_fields_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 43
|
|
months = 1
|
|
}
|
|
}
|
|
# Tribal
|
|
10 = { # Market Villages
|
|
trigger = { has_building_or_higher = market_villages_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 38
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # Palisades
|
|
trigger = { has_building_or_higher = palisades_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 39
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # War Camps
|
|
trigger = { has_building_or_higher = war_camps_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 40
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # Longhouses
|
|
trigger = { has_building_or_higher = longhouses_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 41
|
|
months = 1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
destroy_random_building_effect = {
|
|
if = {
|
|
limit = { has_variable = destroyed_building_variable }
|
|
switch = {
|
|
trigger = var:destroyed_building_variable
|
|
0 = { # outposts : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = outposts }
|
|
}
|
|
1 = { # logging_camps : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = logging_camps }
|
|
}
|
|
2 = { # peat_quarries : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = peat_quarries }
|
|
}
|
|
3 = { # hill_forts : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = hill_forts }
|
|
}
|
|
4 = { # plantations : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = plantations }
|
|
}
|
|
5 = { # quarries : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = quarries }
|
|
}
|
|
6 = { # hunting_grounds : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = hunting_grounds }
|
|
}
|
|
7 = { # military_camps : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = military_camps }
|
|
}
|
|
8 = { # horse_pastures : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = horse_pastures }
|
|
}
|
|
9 = { # hillside_grazing : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = hillside_grazing }
|
|
}
|
|
10 = { # warrior_lodges : Cheap
|
|
destroy_or_downgrade_building_effect = { BUILDING = warrior_lodges }
|
|
}
|
|
11 = { # pastures : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = pastures }
|
|
}
|
|
12 = { # ramparts : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = ramparts }
|
|
}
|
|
13 = { # curtain_walls : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = curtain_walls }
|
|
}
|
|
14 = { # watchtowers : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = watchtowers }
|
|
}
|
|
15 = { # cereal_fields : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = cereal_fields }
|
|
}
|
|
16 = { # barracks : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = barracks }
|
|
}
|
|
17 = { # camel_farms : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = camel_farms }
|
|
}
|
|
18 = { # hill_farms : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = hill_farms }
|
|
}
|
|
19 = { # elephant_pens : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = elephant_pens }
|
|
}
|
|
20 = { # common_tradeport : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = common_tradeport }
|
|
}
|
|
21 = { # hospices : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = hospices }
|
|
}
|
|
22 = { # qanats : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = qanats }
|
|
}
|
|
23 = { # murex_farm : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = murex_farm }
|
|
}
|
|
24 = { # wind_furnace : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = wind_furnace }
|
|
}
|
|
25 = { # stables : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = stables }
|
|
}
|
|
26 = { # smiths : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = smiths }
|
|
}
|
|
27 = { # orchards : Expensive
|
|
destroy_or_downgrade_building_effect = { BUILDING = orchards }
|
|
}
|
|
28 = { # farm_estates : Expensive
|
|
destroy_or_downgrade_building_effect = { BUILDING = farm_estates }
|
|
}
|
|
29 = { # regimental_grounds : Expensive
|
|
destroy_or_downgrade_building_effect = { BUILDING = regimental_grounds }
|
|
}
|
|
30 = { # caravanserai : Expensive
|
|
destroy_or_downgrade_building_effect = { BUILDING = caravanserai }
|
|
}
|
|
31 = { # watermills : Expensive
|
|
destroy_or_downgrade_building_effect = { BUILDING = watermills }
|
|
}
|
|
32 = { # windmills : Expensive
|
|
destroy_or_downgrade_building_effect = { BUILDING = windmills }
|
|
}
|
|
33 = { # workshops : Expensive
|
|
destroy_or_downgrade_building_effect = { BUILDING = workshops }
|
|
}
|
|
# Holding Type Specific : Normal
|
|
34 = { # monastic_schools : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = monastic_schools }
|
|
}
|
|
35 = { # guild_halls : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = guild_halls }
|
|
}
|
|
36 = { # scriptorium : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = scriptorium }
|
|
}
|
|
37 = { # megalith : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = megalith }
|
|
}
|
|
42 = { # waterworks : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = waterworks }
|
|
}
|
|
43 = { # paddy_fields : Normal
|
|
destroy_or_downgrade_building_effect = { BUILDING = paddy_fields }
|
|
}
|
|
# Tribal
|
|
38 = { # megalith : Normal
|
|
destroy_or_downgrade_tribal_building_effect = { BUILDING = market_villages }
|
|
}
|
|
39 = { # megalith : Normal
|
|
destroy_or_downgrade_tribal_building_effect = { BUILDING = palisades }
|
|
}
|
|
40 = { # megalith : Normal
|
|
destroy_or_downgrade_tribal_building_effect = { BUILDING = war_camps }
|
|
}
|
|
41 = { # megalith : Normal
|
|
destroy_or_downgrade_tribal_building_effect = { BUILDING = longhouses }
|
|
}
|
|
}
|
|
remove_variable = destroyed_building_variable
|
|
}
|
|
}
|
|
|
|
destroy_or_downgrade_estate_building_2_effect = {
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_02 }
|
|
lower_domicile_building_no_refund = $BUILDING$_02
|
|
}
|
|
else = { remove_domicile_building_no_refund = $BUILDING$_01 }
|
|
}
|
|
|
|
destroy_or_downgrade_estate_building_3_effect = {
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_03 }
|
|
lower_domicile_building_no_refund = $BUILDING$_03
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_02 }
|
|
lower_domicile_building_no_refund = $BUILDING$_02
|
|
}
|
|
else = { remove_domicile_building_no_refund = $BUILDING$_01 }
|
|
}
|
|
|
|
destroy_or_downgrade_estate_building_4_effect = {
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_04 }
|
|
lower_domicile_building_no_refund = $BUILDING$_04
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_03 }
|
|
lower_domicile_building_no_refund = $BUILDING$_03
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_02 }
|
|
lower_domicile_building_no_refund = $BUILDING$_02
|
|
}
|
|
else = { remove_domicile_building_no_refund = $BUILDING$_01 }
|
|
}
|
|
|
|
destroy_or_downgrade_estate_building_5_effect = {
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_05 }
|
|
lower_domicile_building_no_refund = $BUILDING$_05
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_04 }
|
|
lower_domicile_building_no_refund = $BUILDING$_04
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_03 }
|
|
lower_domicile_building_no_refund = $BUILDING$_03
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_02 }
|
|
lower_domicile_building_no_refund = $BUILDING$_02
|
|
}
|
|
else = { remove_domicile_building_no_refund = $BUILDING$_01 }
|
|
}
|
|
|
|
destroy_or_downgrade_estate_building_6_effect = {
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_06 }
|
|
lower_domicile_building_no_refund = $BUILDING$_06
|
|
}
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_05 }
|
|
lower_domicile_building_no_refund = $BUILDING$_05
|
|
}
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_04 }
|
|
lower_domicile_building_no_refund = $BUILDING$_04
|
|
}
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_03 }
|
|
lower_domicile_building_no_refund = $BUILDING$_03
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_02 }
|
|
lower_domicile_building_no_refund = $BUILDING$_02
|
|
}
|
|
else = { remove_domicile_building_no_refund = $BUILDING$_01 }
|
|
}
|
|
|
|
destroy_or_downgrade_estate_building_2_4_replacement_effect = {
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_04 }
|
|
lower_domicile_building_no_refund = $BUILDING$_04
|
|
}
|
|
else = {
|
|
lower_domicile_building_no_refund = $BUILDING$_03
|
|
}
|
|
}
|
|
|
|
destroy_or_downgrade_estate_building_2_6_replacement_effect = {
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_06 }
|
|
lower_domicile_building_no_refund = $BUILDING$_06
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_05 }
|
|
lower_domicile_building_no_refund = $BUILDING$_05
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_04 }
|
|
lower_domicile_building_no_refund = $BUILDING$_04
|
|
}
|
|
else = {
|
|
lower_domicile_building_no_refund = $BUILDING$_03
|
|
}
|
|
}
|
|
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = {
|
|
if = {
|
|
limit = { has_domicile_building = $BUILDING$_06 }
|
|
lower_domicile_building_no_refund = $BUILDING$_06
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building = $BUILDING$_05 }
|
|
lower_domicile_building_no_refund = $BUILDING$_05
|
|
}
|
|
else = {
|
|
lower_domicile_building_no_refund = $BUILDING$_04
|
|
}
|
|
}
|
|
|
|
destroy_random_estate_building_variable_effect = { # Domicile scope
|
|
save_scope_as = raid_domicile
|
|
if = {
|
|
limit = { has_variable = destroyed_building_variable }
|
|
remove_variable = destroyed_building_variable
|
|
}
|
|
random_list = { # Which building?
|
|
# Generic/Terrain
|
|
10 = { # barracks : Normal
|
|
trigger = { has_domicile_building_or_higher = barracks_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 0
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # watchtower : Normal
|
|
trigger = { has_domicile_building_or_higher = watchtower_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 1
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # guardhouse : Normal
|
|
trigger = { has_domicile_building_or_higher = guardhouse_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 2
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # garden : Normal
|
|
trigger = { has_domicile_building_or_higher = garden_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 3
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # stable : Normal
|
|
trigger = { has_domicile_building_or_higher = stable_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 4
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # workshop : Normal
|
|
trigger = { has_domicile_building_or_higher = workshop_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 5
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # storage : Normal
|
|
trigger = { has_domicile_building_or_higher = storage_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 6
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # market : Normal
|
|
trigger = { has_domicile_building_or_higher = market_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 7
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # grazing_land : Normal
|
|
trigger = { has_domicile_building_or_higher = grazing_land_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 8
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # grain_field : Normal
|
|
trigger = { has_domicile_building_or_higher = grain_field_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 9
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # living_quarters : Normal
|
|
trigger = { has_domicile_building_or_higher = living_quarters_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 10
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # vineyard : Normal
|
|
trigger = { has_domicile_building_or_higher = vineyard_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 11
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # olive : Normal
|
|
trigger = { has_domicile_building_or_higher = olive_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 12
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # temple : Normal
|
|
trigger = { has_domicile_building_or_higher = temple_small_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 13
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # grand_solar : Normal
|
|
trigger = { has_domicile_building_or_higher = grand_solar_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 14
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # cabinet_of_curiosities : Normal
|
|
trigger = { has_domicile_building_or_higher = cabinet_of_curiosities_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 15
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # reception_hall : Normal
|
|
trigger = { has_domicile_building_or_higher = reception_hall_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 16
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # prison : Normal
|
|
trigger = { has_domicile_building_or_higher = prison_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 17
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # courtyard : Normal
|
|
trigger = { has_domicile_building_or_higher = courtyard_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 18
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # wine_cellar : Normal
|
|
trigger = { has_domicile_building_or_higher = wine_cellar_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 19
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # guest_room : Normal
|
|
trigger = { has_domicile_building_or_higher = guest_room_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 20
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # bath : Normal
|
|
trigger = { has_domicile_building_or_higher = bath_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 21
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # library : Normal
|
|
trigger = { has_domicile_building_or_higher = library_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 22
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # servants_quarters : Normal
|
|
trigger = { has_domicile_building_or_higher = servants_quarters_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 23
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # office : Normal
|
|
trigger = { has_domicile_building_or_higher = office_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 24
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # trophy_room : Normal
|
|
trigger = { has_domicile_building_or_higher = trophy_room_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 25
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # silk : Normal
|
|
trigger = { has_domicile_building_or_higher = silk_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 26
|
|
months = 1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
destroy_random_estate_building_effect = {
|
|
if = {
|
|
limit = { has_variable = destroyed_building_variable }
|
|
switch = {
|
|
trigger = var:destroyed_building_variable
|
|
0 = { # barracks : Cheap
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = barracks }
|
|
}
|
|
1 = { # watchtower : Cheap
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = watchtower }
|
|
}
|
|
2 = { # guardhouse : Cheap
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = guardhouse }
|
|
}
|
|
3 = { # garden : Cheap
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = garden_leisure_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = garden_leisure }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = garden_fruit_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = garden_fruit }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_3_effect = { BUILDING = garden }
|
|
}
|
|
}
|
|
4 = { # stable : Cheap
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = stable_grand_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_grand }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = stable_kennel_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_kennel }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = stable_chariot_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_chariot }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_3_effect = { BUILDING = stable }
|
|
}
|
|
}
|
|
5 = { # workshop : Cheap
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = workshop_carpenter_03 }
|
|
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_carpenter }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = workshop_mason_03 }
|
|
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_mason }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = workshop_textile_03 }
|
|
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_textile }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_2_effect = { BUILDING = workshop }
|
|
}
|
|
}
|
|
6 = { # storage : Cheap
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = storage_warehouse_03 }
|
|
destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = storage_warehouse }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = storage_granary_03 }
|
|
destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = storage_granary }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_2_effect = { BUILDING = storage }
|
|
}
|
|
}
|
|
7 = { # market : Cheap
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = market }
|
|
}
|
|
8 = { # grazing_land : Cheap
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = horse_pasture_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = horse_pasture }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = camel_pasture_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = camel_pasture }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = elephant_pasture_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = elephant_pasture }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = grazing_land }
|
|
}
|
|
}
|
|
9 = { # grain_field : Cheap
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = grain_field }
|
|
}
|
|
10 = { # living_quarters : Cheap
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = living_quarters }
|
|
}
|
|
11 = { # vineyard : Cheap
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = vineyard }
|
|
}
|
|
12 = { # olive : Cheap
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = olive }
|
|
}
|
|
13 = { # temple : Cheap
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = temple_crypt_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_crypt }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = temple_large_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_large }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = temple_monastery_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_monastery }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_3_effect = { BUILDING = temple_small }
|
|
}
|
|
}
|
|
14 = { # grand_solar : Cheap
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = grand_solar }
|
|
}
|
|
15 = { # cabinet_of_curiosities : Cheap
|
|
destroy_or_downgrade_estate_building_3_effect = { BUILDING = cabinet_of_curiosities }
|
|
}
|
|
16 = { # reception_hall : Cheap
|
|
destroy_or_downgrade_estate_building_5_effect = { BUILDING = reception_hall }
|
|
}
|
|
17 = { # prison : Cheap
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = prison }
|
|
}
|
|
18 = { # courtyard : Cheap
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = courtyard }
|
|
}
|
|
19 = { # wine_cellar : Cheap
|
|
destroy_or_downgrade_estate_building_3_effect = { BUILDING = wine_cellar }
|
|
}
|
|
20 = { # guest_room : Cheap
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = guest_room }
|
|
}
|
|
21 = { # bath : Cheap
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = bath }
|
|
}
|
|
22 = { # library : Cheap
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = library_observatory_03 }
|
|
destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = library_observatory }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = library_education_03 }
|
|
destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = library_education }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_2_effect = { BUILDING = library }
|
|
}
|
|
}
|
|
23 = { # servants_quarters : Cheap
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = servants_quarters }
|
|
}
|
|
24 = { # office : Cheap
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = office }
|
|
}
|
|
25 = { # trophy_room : Cheap
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = trophy_room }
|
|
}
|
|
26 = { # silk : Cheap
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = silk }
|
|
}
|
|
}
|
|
remove_variable = destroyed_building_variable
|
|
}
|
|
}
|
|
|
|
# Destroy building effects for chinese estates - In domicile scope
|
|
destroy_random_east_asian_estate_building_variable_effect = {
|
|
save_scope_as = raid_domicile
|
|
if = {
|
|
limit = { has_variable = destroyed_building_variable }
|
|
remove_variable = destroyed_building_variable
|
|
}
|
|
random_list = { # Which building?
|
|
# Upgrades/internal buildings
|
|
10 = { # living_quarters
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_living_quarters_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 1
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # commander's study
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_commander_study_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 2
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # office
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_office_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 3
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # servants_quarters
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_servants_quarters_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 4
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # library
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_library_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 5
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # bath
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_bath_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 6
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # guest_room
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_guest_room_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 7
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # wine_cellar
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_wine_cellar_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 8
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # courtyard
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_courtyard_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 9
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # prison
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_prison_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 10
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # reception_hall
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_reception_hall_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 11
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # cabinet_of_curiosities
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_cabinet_of_curiosities_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 12
|
|
months = 1
|
|
}
|
|
}
|
|
# External buildings
|
|
10 = { # ancestral shrine
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_ancestral_shrine_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 13
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # pagoda
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_temple_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 14
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # barracks
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_barracks_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 15
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # watchtower
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_watchtower_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 16
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # garden
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_garden_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 18
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # stable
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_stable_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 19
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # workshop
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_workshop_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 20
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # storage
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_storage_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 21
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # market
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_market_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 22
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # grazing_land
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_grazing_land_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 23
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # rice_field
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_rice_field_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 25
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # tea plantation
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_tea_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 27
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # physician's office
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_health_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 28
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # silk
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_silk_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 29
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # study
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_study_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 30
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # minister's office
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_minister_office_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 31
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # dynastic pavilion/movement leader building
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_movement_study_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 32
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # archive
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_archive_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 33
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # gate
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_gate_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 34
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # taxation office
|
|
trigger = { has_domicile_building_or_higher = east_asian_estate_taxation_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 35
|
|
months = 1
|
|
}
|
|
}
|
|
10 = { # yamen office
|
|
trigger = { has_domicile_building_or_higher = east_asian_peasant_quarters_01 }
|
|
set_variable = {
|
|
name = destroyed_building_variable
|
|
value = 36
|
|
months = 1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
destroy_random_east_asian_estate_building_effect = {
|
|
if = {
|
|
limit = { has_variable = destroyed_building_variable }
|
|
switch = {
|
|
trigger = var:destroyed_building_variable
|
|
1 = { # living_quarters
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_living_quarters }
|
|
}
|
|
2 = { # commander's study
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_commander_study }
|
|
}
|
|
3 = { # office
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_office }
|
|
}
|
|
4 = { # servants_quarters
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_servants_quarters }
|
|
}
|
|
5 = { # library
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_library_education_03 }
|
|
destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = east_asian_estate_library_education }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_library }
|
|
}
|
|
}
|
|
6 = { # bath
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_bath }
|
|
}
|
|
7 = { # guest_room
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_guest_room }
|
|
}
|
|
8 = { # wine_cellar
|
|
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_wine_cellar }
|
|
}
|
|
9 = { # courtyard
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_courtyard }
|
|
}
|
|
10 = { # prison
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_prison }
|
|
}
|
|
11 = { # reception_hall
|
|
destroy_or_downgrade_estate_building_5_effect = { BUILDING = east_asian_estate_reception_hall }
|
|
}
|
|
12 = { # cabinet_of_curiosities
|
|
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_cabinet_of_curiosities }
|
|
}
|
|
13 = { # ancestral shrine
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_ancestral_shrine }
|
|
}
|
|
14 = { # pagoda
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_temple }
|
|
}
|
|
15 = { # barracks
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_barracks }
|
|
}
|
|
16 = { # watchtower
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_watchtower }
|
|
}
|
|
18 = { # garden
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_garden_leisure_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_garden_leisure }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_garden_fruit_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_garden_fruit }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_garden }
|
|
}
|
|
}
|
|
19 = { # stable
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_stable_grand_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_stable_grand }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_stable_kennel_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_stable_kennel }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_3_effect = { BUILDING = east_asian_estate_stable }
|
|
}
|
|
}
|
|
20 = { # workshop
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_workshop_carpenter_03 }
|
|
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_carpenter }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_workshop_mason_03 }
|
|
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_mason }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_workshop_textile_03 }
|
|
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_workshop_textile }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_workshop }
|
|
}
|
|
}
|
|
21 = { # storage
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_storage_warehouse_03 }
|
|
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_storage_warehouse }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_storage_granary_03 }
|
|
destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = east_asian_estate_storage_granary }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_2_effect = { BUILDING = east_asian_estate_storage }
|
|
}
|
|
}
|
|
22 = { # market
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_market }
|
|
}
|
|
23 = { # grazing_land
|
|
if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_horse_pasture_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_horse_pasture }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_camel_pasture_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_camel_pasture }
|
|
}
|
|
else_if = {
|
|
limit = { has_domicile_building_or_higher = east_asian_estate_elephant_pasture_04 }
|
|
destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = east_asian_estate_elephant_pasture }
|
|
}
|
|
else = {
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_grazing_land }
|
|
}
|
|
}
|
|
25 = { # rice_field
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_rice_field }
|
|
}
|
|
27 = { # tea
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_tea }
|
|
}
|
|
28 = { # health
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_health }
|
|
}
|
|
29 = { # silk
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_silk }
|
|
}
|
|
30 = { # study
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_study }
|
|
}
|
|
31 = { # minister's office
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_minister_office }
|
|
}
|
|
32 = { # dynastic pavilion/movement leader building
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_movement_study }
|
|
}
|
|
33 = { # archive
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_archive }
|
|
}
|
|
34 = { # gate
|
|
destroy_or_downgrade_estate_building_6_effect = { BUILDING = east_asian_estate_gate }
|
|
}
|
|
35 = { # tax office
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_estate_taxation }
|
|
}
|
|
36 = { # peasants quarters
|
|
destroy_or_downgrade_estate_building_4_effect = { BUILDING = east_asian_peasant_quarters }
|
|
}
|
|
}
|
|
remove_variable = destroyed_building_variable
|
|
}
|
|
}
|
|
|
|
add_random_economic_building_effect = {
|
|
save_scope_as = building_scope
|
|
custom_tooltip = random_economic_building_tt
|
|
hidden_effect = {
|
|
random_list = {
|
|
10 = { # Caravanserai
|
|
trigger = {
|
|
NOT = { has_building_or_higher = caravanserai_01 }
|
|
building_caravanserai_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
culture = {
|
|
has_innovation = innovation_guilds
|
|
}
|
|
}
|
|
add_building = caravanserai_01
|
|
}
|
|
10 = { # Watermills
|
|
trigger = {
|
|
NOT = { has_building_or_higher = watermills_01 }
|
|
building_watermills_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
culture = {
|
|
has_innovation = innovation_windmills
|
|
}
|
|
}
|
|
add_building = watermills_01
|
|
}
|
|
10 = { # Windmills
|
|
trigger = {
|
|
NOT = { has_building_or_higher = windmills_01 }
|
|
building_windmills_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
culture = {
|
|
has_innovation = innovation_windmills
|
|
}
|
|
}
|
|
add_building = windmills_01
|
|
}
|
|
10 = { # Trade Port
|
|
trigger = {
|
|
NOT = { has_building_or_higher = common_tradeport_01 }
|
|
building_common_tradeport_requirement_terrain = yes
|
|
OR = {
|
|
AND = {
|
|
culture = {
|
|
has_cultural_parameter = trade_ports_enabled_for_tribals
|
|
}
|
|
has_building_or_higher = tribe_01
|
|
}
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
}
|
|
add_building = common_tradeport_01
|
|
}
|
|
10 = { # Pastures
|
|
trigger = {
|
|
NOT = { has_building_or_higher = pastures_01 }
|
|
building_pastures_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = pastures_01
|
|
}
|
|
10 = { # Hunting Grounds
|
|
trigger = {
|
|
NOT = { has_building_or_higher = hunting_grounds_01 }
|
|
building_hunting_grounds_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = hunting_grounds_01
|
|
}
|
|
10 = { # Orchards
|
|
trigger = {
|
|
NOT = { has_building_or_higher = orchards_01 }
|
|
building_orchards_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = orchards_01
|
|
}
|
|
10 = { # Farm Estates
|
|
trigger = {
|
|
NOT = { has_building_or_higher = farm_estates_01 }
|
|
building_farm_estates_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = farm_estates_01
|
|
}
|
|
10 = { # Cereal Fields
|
|
trigger = {
|
|
NOT = { has_building_or_higher = cereal_fields_01 }
|
|
building_cereal_fields_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = cereal_fields_01
|
|
}
|
|
10 = { # Logging Camps
|
|
trigger = {
|
|
NOT = { has_building_or_higher = logging_camps_01 }
|
|
building_logging_camps_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = logging_camps_01
|
|
}
|
|
10 = { # Peat Quarries
|
|
trigger = {
|
|
NOT = { has_building_or_higher = peat_quarries_01 }
|
|
building_peat_quarries_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = peat_quarries_01
|
|
}
|
|
10 = { # Hill Farms
|
|
trigger = {
|
|
NOT = { has_building_or_higher = hill_farms_01 }
|
|
building_hill_farms_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = hill_farms_01
|
|
}
|
|
10 = { # Elephant Pens
|
|
trigger = {
|
|
NOT = { has_building_or_higher = elephant_pens_01 }
|
|
building_elephant_pens_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = elephant_pens_01
|
|
}
|
|
10 = { # Plantations
|
|
trigger = {
|
|
NOT = { has_building_or_higher = plantations_01 }
|
|
building_plantations_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = plantations_01
|
|
}
|
|
10 = { # Quarries
|
|
trigger = {
|
|
NOT = { has_building_or_higher = quarries_01 }
|
|
building_quarries_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = quarries_01
|
|
}
|
|
10 = { # Qanats
|
|
trigger = {
|
|
NOT = { has_building_or_higher = qanats_01 }
|
|
building_qanats_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
culture = {
|
|
has_cultural_parameter = unlocks_qanat_building
|
|
}
|
|
}
|
|
add_building = qanats_01
|
|
}
|
|
10 = { # Murex Farms
|
|
trigger = {
|
|
NOT = { has_building_or_higher = murex_farm_01 }
|
|
building_murex_farm_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = murex_farm_01
|
|
}
|
|
10 = { # Guild Halls - City Specific
|
|
trigger = {
|
|
NOT = { has_building_or_higher = guild_halls_01 }
|
|
has_building_or_higher = city_01
|
|
}
|
|
add_building = guild_halls_01
|
|
}
|
|
10 = { # Monastic Schools - Temple Specific
|
|
trigger = {
|
|
NOT = { has_building_or_higher = monastic_schools_01 }
|
|
has_building_or_higher = temple_01
|
|
}
|
|
add_building = monastic_schools_01
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
add_random_fortification_building_effect = {
|
|
save_scope_as = building_scope
|
|
custom_tooltip = random_fortification_building_tt
|
|
hidden_effect = {
|
|
random_list = {
|
|
10 = { # Ramparts
|
|
trigger = {
|
|
NOT = { has_building_or_higher = ramparts_01 }
|
|
building_ramparts_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = ramparts_01
|
|
}
|
|
10 = { # Curtain Walls
|
|
trigger = {
|
|
NOT = { has_building_or_higher = curtain_walls_01 }
|
|
building_curtain_walls_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = curtain_walls_01
|
|
}
|
|
10 = { # Watchtowers
|
|
trigger = {
|
|
NOT = { has_building_or_higher = watchtowers_01 }
|
|
building_watchtowers_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = watchtowers_01
|
|
}
|
|
10 = { # Hill Forts
|
|
trigger = {
|
|
NOT = { has_building_or_higher = hill_forts_01 }
|
|
building_hill_forts_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = hill_forts_01
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
add_random_military_building_effect = {
|
|
save_scope_as = building_scope
|
|
custom_tooltip = random_military_building_tt
|
|
hidden_effect = {
|
|
random_list = {
|
|
10 = { # Wind Furnace
|
|
trigger = {
|
|
NOT = { has_building_or_higher = wind_furnace_01 }
|
|
building_wind_furnace_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = wind_furnace_01
|
|
}
|
|
10 = { # Workshops
|
|
trigger = {
|
|
NOT = { has_building_or_higher = workshops_01 }
|
|
building_workshops_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
scope:building_scope.county.holder.culture = {
|
|
has_innovation = innovation_advanced_bowmaking
|
|
}
|
|
}
|
|
add_building = workshops_01
|
|
}
|
|
10 = { # Horse Pastures
|
|
trigger = {
|
|
NOT = { has_building_or_higher = windmills_01 }
|
|
building_horse_pastures_requirement_terrain = yes
|
|
}
|
|
add_building = windmills_01
|
|
}
|
|
10 = { # Hillside Grazing
|
|
trigger = {
|
|
NOT = { has_building_or_higher = hillside_grazing_01 }
|
|
building_hillside_grazing_requirement_terrain = yes
|
|
}
|
|
add_building = hillside_grazing_01
|
|
}
|
|
10 = { # Warrior Lodges
|
|
trigger = {
|
|
NOT = { has_building_or_higher = warrior_lodges_01 }
|
|
building_warrior_lodges_requirement_terrain = yes
|
|
}
|
|
add_building = warrior_lodges_01
|
|
}
|
|
10 = { # Military Camps
|
|
trigger = {
|
|
NOT = { has_building_or_higher = military_camps_01 }
|
|
building_military_camps_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = military_camps_01
|
|
}
|
|
10 = { # Regimental Grounds
|
|
trigger = {
|
|
NOT = { has_building_or_higher = regimental_grounds_01 }
|
|
building_regimental_grounds_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = regimental_grounds_01
|
|
}
|
|
10 = { # Outposts
|
|
trigger = {
|
|
NOT = { has_building_or_higher = outposts_01 }
|
|
building_outposts_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = outposts_01
|
|
}
|
|
10 = { # Barracks
|
|
trigger = {
|
|
NOT = { has_building_or_higher = barracks_01 }
|
|
building_barracks_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = barracks_01
|
|
}
|
|
10 = { # Camel Farms
|
|
trigger = {
|
|
NOT = { has_building_or_higher = camel_farms_01 }
|
|
building_camel_farms_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = camel_farms_01
|
|
}
|
|
10 = { # Stables
|
|
trigger = {
|
|
NOT = { has_building_or_higher = stables_01 }
|
|
building_stables_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = stables_01
|
|
}
|
|
10 = { # Smiths
|
|
trigger = {
|
|
NOT = { has_building_or_higher = smiths_01 }
|
|
building_smiths_requirement_terrain = yes
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
}
|
|
add_building = smiths_01
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
destroy_or_downgrade_temple_effect = {
|
|
if = {
|
|
limit = { has_building = temple_04 }
|
|
remove_building = temple_04
|
|
hidden_effect = { add_building = temple_03 }
|
|
}
|
|
else_if = {
|
|
limit = { has_building = temple_03 }
|
|
remove_building = temple_03
|
|
hidden_effect = { add_building = temple_02 }
|
|
}
|
|
else_if = {
|
|
limit = { has_building = temple_02 }
|
|
remove_building = temple_02
|
|
hidden_effect = { add_building = temple_01 }
|
|
}
|
|
else = { remove_building = temple_01 }
|
|
}
|
|
|
|
add_next_temple_tier_effect = {
|
|
if = {
|
|
limit = {
|
|
NOT = { has_building_or_higher = temple_01 }
|
|
}
|
|
add_building = temple_01
|
|
}
|
|
else_if = {
|
|
limit = { has_building = temple_01 }
|
|
add_building = temple_02
|
|
}
|
|
else_if = {
|
|
limit = { has_building = temple_02 }
|
|
add_building = temple_03
|
|
}
|
|
else_if = {
|
|
limit = { has_building = temple_03 }
|
|
add_building = temple_04
|
|
}
|
|
}
|