
minority_community_main_01 = {
	slot_type = main
	internal_slots = 2
	construction_time = 1
	allowed_domicile_types = { minority_community }

	cost = {
		gold = estate_external_building_high_cost_tier_2_value
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		health = 0.5
		domicile_external_slots_capacity_add = 2
		monthly_barter_goods = 1
	}


	ai_value = {
		value = 100
	}

	parameters = {
		camp_unlocks_second_officer = yes
		camp_unlocks_huntperson_officer = yes
		camp_unlocks_chief_forager_officer = yes
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

minority_community_main_02 = {
	slot_type = main
	internal_slots = 4
	construction_time = 730
	allowed_domicile_types = { minority_community }
	previous_building = minority_community_main_01
	
	can_construct = {
		culture ?= { has_innovation = innovation_city_planning }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_3_value
	}
	
	parameters = {
		camp_unlocks_second_officer = yes
		reduce_success_of_raid_estate = yes
		estate_increase_house_member_investment_cap_1 = yes
		monthly_barter_goods = 1.2
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_external_slots_capacity_add = 1
		men_at_arms_cap = 1
		enemy_hostile_scheme_phase_duration_add = miniscule_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.02
		provisions_capacity_add = 100
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_manor_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_manor_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_manor_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

minority_community_main_03 = {
	slot_type = main
	internal_slots = 6
	construction_time = 730
	allowed_domicile_types = { minority_community }
	previous_building = minority_community_main_02
	
	can_construct = {
		culture ?= { has_innovation = innovation_manorialism }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_4_value
	}
	
	parameters = {
		camp_unlocks_second_officer = yes
		reduce_success_of_raid_estate = yes
		estate_increase_house_member_investment_cap_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.02
		domicile_external_slots_capacity_add = 1
		maa_toughness_mult = 0.05
		enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.02
		provisions_capacity_add = 150
		monthly_barter_goods = 1.4
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_mansion_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_mansion_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

minority_community_main_04 = {
	slot_type = main
	internal_slots = 8
	construction_time = 730
	allowed_domicile_types = { minority_community }
	previous_building = minority_community_main_03
	
	can_construct = {
		culture ?= { has_innovation = innovation_development_03 }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_5_value
	}
	
	parameters = {
		camp_unlocks_second_officer = yes
		reduce_success_of_raid_estate = yes
		estate_increase_house_member_investment_cap_3 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.03
		domicile_external_slots_capacity_add = 1
		maa_toughness_mult = 0.05
		men_at_arms_cap = 1
		enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.02
		provisions_capacity_add = 250
		monthly_barter_goods = 1.6
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_estate_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_estate_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_estate_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

minority_community_main_05 = {
	slot_type = main
	internal_slots = 10
	construction_time = 730
	allowed_domicile_types = { minority_community }
	previous_building = minority_community_main_04
	
	can_construct = {
		culture ?= { has_innovation = innovation_cranes }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_6_value
	}
	
	parameters = {
		camp_unlocks_second_officer = yes
		reduce_success_of_raid_estate = yes
		estate_increase_house_member_investment_cap_4 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.75
		domicile_monthly_gold_mult = 0.05
		domicile_external_slots_capacity_add = 1
		maa_toughness_mult = 0.1
		men_at_arms_cap = 1
		enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.04
		provisions_capacity_add = 300
		monthly_barter_goods = 1.8
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}
######

headmans_croft_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_community_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		personal_scheme_phase_duration_add = -10
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
headmans_croft_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = headmans_croft_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		dynasty_house_opinion = 5
		personal_scheme_phase_duration_add = -10
		owned_personal_scheme_success_chance_add = 5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
headmans_croft_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = headmans_croft_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		personal_scheme_phase_duration_add = -10
		owned_personal_scheme_success_chance_add = 5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
headmans_croft_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = headmans_croft_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		dynasty_house_opinion = 5
		personal_scheme_phase_duration_add = -10
		owned_personal_scheme_success_chance_add = 5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Martial Upgrade
village_training_yard_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_community_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
village_training_yard_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = village_training_yard_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		prowess = 1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
village_training_yard_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = village_training_yard_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		advantage = 3
		prowess = 3
		martial = 1
	}

	parameters = {
		village_trophy_room_victory_influence = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
village_training_yard_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = village_training_yard_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		advantage = 3
		prowess = 5
		martial = 2
	}

	parameters = {
		village_trophy_room_victory_influence = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Stewardship Upgrade
contracts_office_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_community_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
		camp_improved_stewardship_contract_rewards = yes
		receives_more_escort_contracts = yes
		camp_improved_learning_contract_rewards = yes
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		contract_scheme_phase_duration_add = -10
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
contracts_office_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = contracts_office_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
		camp_improved_stewardship_contract_rewards = yes
		receives_more_escort_contracts = yes
		camp_improved_learning_contract_rewards = yes
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		contract_scheme_phase_duration_add = -10
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
contracts_office_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = contracts_office_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
		camp_improved_stewardship_contract_rewards = yes
		receives_more_escort_contracts = yes
		camp_improved_learning_contract_rewards = yes
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		contract_scheme_phase_duration_add = -10
		stewardship = 1
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
contracts_office_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = contracts_office_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
		camp_improved_stewardship_contract_rewards = yes
		receives_more_escort_contracts = yes
		camp_improved_learning_contract_rewards = yes
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		contract_scheme_phase_duration_add = -10
		stewardship = 2
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Intrigue Upgrade
local_criminal_contacts_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_community_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
		owned_scheme_secrecy_add = 20
	}
	parameters = {
		camp_improved_criminal_contract_rewards = yes
	}
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
local_criminal_contacts_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = local_criminal_contacts_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}
	
	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
		owned_scheme_secrecy_add = 20
	}
	parameters = {
		camp_improved_criminal_contract_rewards = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
local_criminal_contacts_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = local_criminal_contacts_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}
	
	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
		owned_scheme_secrecy_add = 20
		owned_hostile_scheme_success_chance_add = 5
	}
	parameters = {
		camp_improved_criminal_contract_rewards = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
local_criminal_contacts_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = local_criminal_contacts_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}
	
	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
		owned_scheme_secrecy_add = 20
		owned_hostile_scheme_success_chance_add = 5
		max_hostile_schemes_add = 1
	}
	parameters = {
		camp_improved_criminal_contract_rewards = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Learning Upgrade
minority_comm_library_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_community_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
minority_comm_library_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_comm_library_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

# Education sub-branch
minority_comm_library_education_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_comm_library_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
		estate_reduced_tutor_cost = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		learning = 1
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
minority_comm_library_education_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_comm_library_education_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_unlock_tier_5_education = yes
		estate_increase_physician_aptitude = yes
		estate_reduced_tutor_cost = yes
		estate_increased_tutor_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		learning = 2
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Bath
communal_baths_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_community_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
	}

	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
communal_baths_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = communal_baths_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
		epidemic_resistance = 2
	}

	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
communal_baths_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = communal_baths_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
		epidemic_resistance = 3
	}

	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
communal_baths_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = communal_baths_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
		epidemic_resistance = 5
	}

	parameters = {
		estate_increase_safe_treatment_success_2 = yes
	}
	
	ai_value = {
		value = 3
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Guest Room
guest_house_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_community_main_01

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.02
		courtier_and_guest_opinion = 2
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_house_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = guest_house_01

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.02
	}

	parameters = {
		increased_success_personal_schemes_1 = yes
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_house_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = guest_house_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.02
		courtier_and_guest_opinion = 2
	}

	parameters = {
		increased_success_personal_schemes_1 = yes
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_house_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = guest_house_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.02
	}

	parameters = {
		increased_success_personal_schemes_2 = yes
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_house_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = guest_house_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.02
		courtier_and_guest_opinion = 2
	}

	parameters = {
		increased_success_personal_schemes_2 = yes
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_house_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = guest_house_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_05 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.02
	}

	parameters = {
		increased_success_personal_schemes_3 = yes
	}
	
	ai_value = {
		value = 3
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Prison
village_cage_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = minority_community_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 5
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
village_cage_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = village_cage_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	parameters = {
		estate_torture_grants_influence = yes
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 5
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
village_cage_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = village_cage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	parameters = {
		estate_torture_grants_influence = yes
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
		hostage_renown_mult = 0.05
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 5
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
village_cage_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	slot_type = internal
	previous_building = village_cage_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	parameters = {
		estate_torture_grants_influence = yes
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
		hostage_renown_mult = 0.05
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 5
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

####################
#### BUILDINGS #####
####################

### Temple Building
minority_comm_temple_small_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }

	can_construct = {
		NOT = {
			government_has_flag = government_is_celestial
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.05
		stress_loss_mult = 0.05
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
minority_comm_temple_small_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = minority_comm_temple_small_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
		stress_loss_mult = 0.05
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
minority_comm_temple_small_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = minority_comm_temple_small_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
		stress_loss_mult = 0.1
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

# Temple sub-branch
minority_comm_temple_large_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = minority_comm_temple_small_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		domicile_monthly_gold_add = 0.3
		clergy_opinion = 5
	}
	parameters = {
		influence_gain_from_hof_support_4 = yes
		reduce_state_faith_cost = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
}
minority_comm_temple_large_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = minority_comm_temple_large_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		domicile_monthly_gold_add = 0.4
		clergy_opinion = 5
	}
	parameters = {
		influence_gain_from_hof_support_5 = yes
		reduce_state_faith_cost = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
}
minority_comm_temple_large_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = minority_comm_temple_large_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.3
		domicile_monthly_gold_add = 0.5
		clergy_opinion = 5
	}

	parameters = {
		influence_gain_from_hof_support_6 = yes
		reduce_state_faith_cost = yes
		more_successful_heresies = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_"
	}
}


### Barracks
militia_barracks_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		can_recruit_militia = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
militia_barracks_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = militia_barracks_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.13
		skirmishers_toughness_mult = 0.11
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		can_recruit_militia = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
militia_barracks_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = militia_barracks_02

	can_construct = {
		estate_can_construct_militia_barracks_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.13
		skirmishers_toughness_mult = 0.11
		heavy_infantry_damage_mult = 0.12
		heavy_infantry_toughness_mult = 0.11
		pikemen_damage_mult = 0.12
		pikemen_toughness_mult = 0.11
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		can_recruit_militia = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
militia_barracks_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = militia_barracks_03

	can_construct = {
		estate_can_construct_militia_barracks_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.23
		skirmishers_toughness_mult = 0.21
		heavy_infantry_damage_mult = 0.22
		heavy_infantry_toughness_mult = 0.21
		pikemen_damage_mult = 0.22
		pikemen_toughness_mult = 0.21
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		can_recruit_militia = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
militia_barracks_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = militia_barracks_04

	can_construct = {
		estate_can_construct_militia_barracks_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.34
		skirmishers_toughness_mult = 0.33
		heavy_infantry_damage_mult = 0.32
		heavy_infantry_toughness_mult = 0.31
		pikemen_damage_mult = 0.32
		pikemen_toughness_mult = 0.31
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		can_recruit_militia = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
militia_barracks_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = militia_barracks_05

	can_construct = {
		estate_can_construct_militia_barracks_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.4
		skirmishers_toughness_mult = 0.4
		heavy_infantry_damage_mult = 0.4
		heavy_infantry_toughness_mult = 0.4
		pikemen_damage_mult = 0.4
		pikemen_toughness_mult = 0.4
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		can_recruit_militia = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}

### Watchtower
village_watch_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.1
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_1 = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
village_watch_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_watch_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.1
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_1 = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
village_watch_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_watch_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_2 = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.12
		archers_toughness_mult = 0.11
		hostile_raid_time = 0.1
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
village_watch_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_watch_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_2 = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.12
		archers_toughness_mult = 0.11
		hostile_raid_time = 0.2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
village_watch_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_watch_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_3 = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.22
		archers_toughness_mult = 0.21
		hostile_raid_time = 0.2
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
village_watch_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_watch_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_3 = yes
		estate_unlock_patrol_decision = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.32
		archers_toughness_mult = 0.31
		hostile_raid_time = 0.3
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}


### Garden
communal_gardens_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.1
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		increased_gardener_aptitude_1 = yes
		camp_improves_gather_provisions_decision = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_parameter = can_recruit_gardeners
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
communal_gardens_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = communal_gardens_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.15
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		increased_gardener_aptitude_2 = yes
		camp_improves_gather_provisions_decision = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
communal_gardens_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = communal_gardens_02

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.2
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		increased_gardener_aptitude_3 = yes
		camp_improves_gather_provisions_decision = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}

# Leisure Garden sub-branch
communal_gardens_leisure_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = communal_gardens_03

	can_construct = {
		estate_can_construct_communal_gardens_leisure_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.05
		fertility = 0.05
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.2
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
		camp_improves_gather_provisions_decision = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_communal_gardens_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
}
communal_gardens_leisure_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = communal_gardens_leisure_04

	can_construct = {
		estate_can_construct_communal_gardens_leisure_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.1
		fertility = 0.05
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.2
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
		camp_improves_gather_provisions_decision = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
		scope:owner = {
			random = {
				chance = 75
				add_character_flag = {
					flag = domicile_new_built_communal_gardens_leisure
					months = 1
				}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
}
communal_gardens_leisure_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = communal_gardens_leisure_05

	can_construct = {
		estate_can_construct_communal_gardens_leisure_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.1
		fertility = 0.05
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.2
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
		camp_improves_gather_provisions_decision = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_communal_gardens_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
}

# Fruit Garden sub-branch
communal_gardens_fruit_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = communal_gardens_03

	can_construct = {
		estate_can_construct_communal_gardens_fruit_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.05
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.25
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		increased_gardener_aptitude_3 = yes
		camp_improves_gather_provisions_decision = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_communal_gardens_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
}
communal_gardens_fruit_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = communal_gardens_fruit_04

	can_construct = {
		estate_can_construct_communal_gardens_fruit_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.1
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.3
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		increased_gardener_aptitude_3 = yes
		camp_improves_gather_provisions_decision = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_communal_gardens_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
}
communal_gardens_fruit_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = communal_gardens_fruit_05

	can_construct = {
		estate_can_construct_communal_gardens_fruit_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.15
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.35
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		increased_gardener_aptitude_3 = yes
		camp_improves_gather_provisions_decision = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_communal_gardens_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
}

### Stable
village_stable_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}

	character_modifier = {
		character_travel_speed = 10
		movement_speed = 0.01
		monthly_barter_goods = 0.1
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
village_stable_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_stable_01

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		character_travel_speed = 12
		movement_speed = 0.01
		monthly_barter_goods = 0.15
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
village_stable_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_stable_02

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		character_travel_speed = 14
		movement_speed = 0.01
		monthly_barter_goods = 0.2
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}

# Grand Stable sub-branch
village_stable_grand_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_stable_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		character_travel_speed = 16
		character_travel_speed_mult = 0.05
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
		monthly_barter_goods = 0.25
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
}
village_stable_grand_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_stable_grand_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_increase_master_of_horse_aptitude = yes
	}

	character_modifier = {
		character_travel_speed = 18
		character_travel_speed_mult = 0.1
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
		monthly_barter_goods = 0.3
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
}
village_stable_grand_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_stable_grand_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_increase_master_of_horse_aptitude = yes
	}

	character_modifier = {
		character_travel_speed = 20
		character_travel_speed_mult = 0.15
		domicile_monthly_prestige_add = 0.3
		movement_speed = 0.01
		monthly_barter_goods = 0.35
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand"
	}
}

# Kennel sub-branch
village_stable_kennel_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_stable_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		kennels_more_successful_hunts_1 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.1
		prowess = 1
		monthly_barter_goods = 0.25
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
}
village_stable_kennel_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_stable_kennel_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		estate_cheaper_hunt_cost = yes
		kennels_more_successful_hunts_1 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.1
		diplomacy = 1
		monthly_barter_goods = 0.3
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
}
village_stable_kennel_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_stable_kennel_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		estate_cheaper_hunt_cost = yes
		estate_increase_master_of_hunt_aptitude = yes
		kennels_more_successful_hunts_2 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.2
		prowess = 1
		monthly_barter_goods = 0.35
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel"
	}
}


### Workshop
village_workshop_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_build_speed = -0.05
		monthly_barter_goods = 0.1
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
village_workshop_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
		monthly_barter_goods = 0.15
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

# Carpenter sub-branch
village_workshop_carpenter_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_02

	can_construct = {
		estate_can_construct_village_workshop_carpenter_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
		monthly_barter_goods = 0.2
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
}
village_workshop_carpenter_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_carpenter_03

	can_construct = {
		estate_can_construct_village_workshop_carpenter_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.25
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
}
village_workshop_carpenter_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_carpenter_04

	can_construct = {
		estate_can_construct_village_workshop_carpenter_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
		monthly_barter_goods = 0.3
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
}
village_workshop_carpenter_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_carpenter_05

	can_construct = {
		estate_can_construct_village_workshop_carpenter_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		monthly_barter_goods = 0.35
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter"
	}
}

# Mason sub-branch
village_workshop_mason_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_02

	can_construct = {
		estate_can_construct_village_workshop_mason_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		domicile_build_speed = -0.05
		monthly_barter_goods = 0.2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
}
village_workshop_mason_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_mason_03

	can_construct = {
		estate_can_construct_village_workshop_mason_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		domicile_build_speed = -0.05
		monthly_barter_goods = 0.25
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
}
village_workshop_mason_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_mason_04

	can_construct = {
		estate_can_construct_village_workshop_mason_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
		domicile_build_speed = -0.05
		monthly_barter_goods = 0.3
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
}
village_workshop_mason_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_mason_05

	can_construct = {
		estate_can_construct_village_workshop_mason_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
		domicile_build_speed = -0.05
		monthly_barter_goods = 0.35
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason"
	}
}

# Textile sub-branch
village_workshop_textile_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_02

	can_construct = {
		estate_can_construct_village_workshop_textile_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
		monthly_barter_goods = 0.2
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
}
village_workshop_textile_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_textile_03

	can_construct = {
		estate_can_construct_village_workshop_textile_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
		monthly_barter_goods = 0.25
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
}
village_workshop_textile_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_textile_04

	can_construct = {
		estate_can_construct_village_workshop_textile_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
		monthly_barter_goods = 0.3
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
}
village_workshop_textile_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_workshop_textile_05

	can_construct = {
		estate_can_construct_village_workshop_textile_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
		monthly_barter_goods = 0.35
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile"
	}
}

### Storage
village_storage_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		supply_capacity_mult = 0.1
		provisions_use_mult = -0.05
		provisions_capacity_add = 100
	}

	
	ai_value = {
		value = 9
		if = {
			limit = {
				has_domicile_building_or_higher = village_grain_fields_01
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}
village_storage_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_storage_01 

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		supply_capacity_mult = 0.15
		provisions_use_mult = -0.1
		provisions_capacity_add = 150
	}

	
	ai_value = {
		value = 8
		if = {
			limit = {
				has_domicile_building_or_higher = village_grain_fields_01
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}

# Warehouse sub-branch
village_storage_warehouse_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_storage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.05
		provisions_use_mult = -0.15
		provisions_capacity_add = 200
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}
village_storage_warehouse_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_storage_warehouse_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.1
		provisions_use_mult = -0.20
		provisions_capacity_add = 250
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}

# Granary sub-branch
village_storage_granary_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_storage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		development_growth_factor = 0.05
		epidemic_resistance = 2
		county_opinion_add = 10
		provisions_use_mult = -0.2
		provisions_capacity_add = 200
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				has_domicile_building_or_higher = village_grain_fields_01
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}
village_storage_granary_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_storage_granary_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		estate_unlock_granary_decision = yes
	}

	character_modifier = {
		development_growth_factor = 0.1
		epidemic_resistance = 5
		county_opinion_add = 10
		provisions_use_mult = -0.3
		provisions_capacity_add = 300
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = village_grain_fields_01
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}

### Market
village_market_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	

	character_modifier = {
		domicile_monthly_gold_add = 0.15
		monthly_barter_goods = -0.25
	}
	
	ai_value = {
		value = 9
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = village_grain_fields_01
					has_domicile_building_or_higher = vineyard_01
					has_domicile_building_or_higher = olive_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
village_market_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_market_01

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		monthly_barter_goods = -0.35
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
village_market_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_market_02


	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.35
		monthly_barter_goods = -0.45
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
village_market_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_market_03


	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.45
		monthly_barter_goods = -0.55
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
village_market_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_market_04


	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 1
		monthly_barter_goods = -1.25
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
village_market_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community  }
	previous_building = village_market_05

	can_construct = {
		estate_can_construct_village_market_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 2
		monthly_barter_goods = -2.5
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/illustrations/activity_locales/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}

### Grazing Lands
village_grazing_land_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		domicile_monthly_gold_add = 0.2
		monthly_barter_goods = 0.05
	}
	parameters = {
		minority_comm_contributes_provisions = yes
	}
	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				scope:owner = {
					OR = {
						can_recruit_archer_cavalry_trigger = yes
						culture ?= {
							OR = {
								has_innovation = innovation_elephantry
								has_innovation = innovation_war_camels
							}
						}
					}
				}
			}
			add = 4
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
village_grazing_land_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_grazing_land_01

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.12
		light_cavalry_toughness_mult = 0.11
		light_cavalry_maintenance_mult = -0.15
		domicile_monthly_gold_add = 0.3
		monthly_barter_goods = 0.05
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
	}
	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner = {
					OR = {
						can_recruit_archer_cavalry_trigger = yes
						culture ?= {
							OR = {
								has_innovation = innovation_elephantry
								has_innovation = innovation_war_camels
							}
						}
					}
				}
			}
			add = 4
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
village_grazing_land_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_grazing_land_02

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
	}
	character_modifier = {
		light_cavalry_damage_mult = 0.22
		light_cavalry_toughness_mult = 0.21
		light_cavalry_maintenance_mult = -0.25
		domicile_monthly_gold_add = 0.4
		monthly_barter_goods = 0.05
	}


	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						can_recruit_archer_cavalry_trigger = yes
						culture ?= {
							OR = {
								has_innovation = innovation_elephantry
								has_innovation = innovation_war_camels
							}
						}
					}
				}
			}
			add = 4
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
village_grazing_land_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_grazing_land_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.32
		light_cavalry_toughness_mult = 0.31
		light_cavalry_maintenance_mult = -0.35
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = -0.05
		domicile_monthly_gold_add = 0.5
		monthly_barter_goods = 0.1
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
grazing_land_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_grazing_land_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.52
		light_cavalry_toughness_mult = 0.51
		light_cavalry_maintenance_mult = -0.55
		heavy_cavalry_damage_mult = 0.14
		heavy_cavalry_toughness_mult = 0.12
		heavy_cavalry_maintenance_mult = -0.15
		domicile_monthly_gold_add = 0.6
		monthly_barter_goods = 0.1
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
grazing_land_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = grazing_land_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.62
		light_cavalry_toughness_mult = 0.61
		light_cavalry_maintenance_mult = -0.65
		heavy_cavalry_damage_mult = 0.24
		heavy_cavalry_toughness_mult = 0.22
		heavy_cavalry_maintenance_mult = -0.25
		domicile_monthly_gold_add = 0.7
		monthly_barter_goods = 0.1
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}


### Grain Fields
village_grain_fields_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_1_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.05
	}
	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = vineyard_01
					has_domicile_building_or_higher = olive_01
					has_domicile_building_or_higher = village_market_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
village_grain_fields_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_grain_fields_01

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_2_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.05
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
village_grain_fields_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_grain_fields_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_3_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.05
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
village_grain_fields_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_grain_fields_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_4_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.1
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
village_grain_fields_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_grain_fields_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_04 }
	}

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_5_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.1
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
village_grain_fields_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_grain_fields_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_05 }
	}

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_6_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.1
	}

	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

### Rice Fields
village_rice_field_01 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.05
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

village_rice_field_02 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_rice_field_01

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.05
	}
	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

village_rice_field_03 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_rice_field_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.05
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

village_rice_field_04 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_rice_field_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.1
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

village_rice_field_05 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_rice_field_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.1
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

village_rice_field_06 = {
	construction_time = 730
	allowed_domicile_types = { minority_community farmstead  }
	previous_building = village_rice_field_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = minority_community_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
		monthly_barter_goods = 0.1
	}
	
	parameters = {
		minority_comm_contributes_provisions = yes
		camp_improves_gather_provisions_decision = yes
	}
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

community_baggage_train_01 = {
	internal_slots = 1
	construction_time = @camp_building_main_slot_construction_duration_t1
	allowed_domicile_types = { minority_community }

	cost = { gold = baggage_train_01_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		character_travel_speed_mult = 0.02
		provisions_capacity_mult = 0.1
		supply_capacity_mult = 0.2
		skirmishers_max_size_add = 1
	}

	parameters = {
		camp_better_scout_for_talent = yes
		receives_more_escort_contracts = yes
	}

	ai_value = { value = community_baggage_train_main_path_value }

	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
community_baggage_train_02 = {
	construction_time = @camp_building_main_slot_construction_duration_t2
	allowed_domicile_types = { minority_community }
	previous_building = community_baggage_train_01
	internal_slots = 2

	cost = { gold = baggage_train_02_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_02_domicile_building_gold_cost_value
			add = baggage_train_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		character_travel_speed_mult = 0.02
		provisions_capacity_mult = 0.1
		supply_capacity_mult = 0.2
		archers_max_size_add = 1
	}

	parameters = {
		camp_better_scout_for_talent = yes
		camp_unlocks_head_porter_officer = yes
		receives_more_escort_contracts = yes
	}

	ai_value = { value = baggage_train_main_path_value }

	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
community_baggage_train_03 = {
	construction_time = @camp_building_main_slot_construction_duration_t3
	allowed_domicile_types = { minority_community }
	previous_building = community_baggage_train_02
	internal_slots = 3

	cost = { gold = baggage_train_03_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_03_domicile_building_gold_cost_value
			add = baggage_train_02_domicile_building_gold_cost_value
			add = baggage_train_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		character_travel_speed_mult = 0.02
		provisions_capacity_mult = 0.1
		supply_capacity_mult = 0.2
		heavy_infantry_max_size_add = 1
	}

	parameters = {
		camp_better_scout_for_talent = yes
		camp_unlocks_head_porter_officer = yes
		receives_more_escort_contracts = yes
	}

	ai_value = { value = baggage_train_main_path_value }

	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
community_baggage_train_04 = {
	construction_time = @camp_building_main_slot_construction_duration_t4
	allowed_domicile_types = { minority_community }
	previous_building = community_baggage_train_03
	internal_slots = 4

	cost = { gold = baggage_train_04_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_04_domicile_building_gold_cost_value
			add = baggage_train_03_domicile_building_gold_cost_value
			add = baggage_train_02_domicile_building_gold_cost_value
			add = baggage_train_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		character_travel_speed_mult = 0.02
		provisions_capacity_mult = 0.1
		supply_capacity_mult = 0.2
		light_cavalry_max_size_add = 1
	}

	parameters = {
		camp_better_scout_for_talent = yes
		camp_unlocks_head_porter_officer = yes
		receives_more_escort_contracts = yes
	}

	ai_value = { value = baggage_train_main_path_value }

	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
community_baggage_train_05 = {
	construction_time = @camp_building_main_slot_construction_duration_t5
	allowed_domicile_types = { minority_community }
	previous_building = community_baggage_train_04
	internal_slots = 5

	cost = { gold = baggage_train_05_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_05_domicile_building_gold_cost_value
			add = baggage_train_04_domicile_building_gold_cost_value
			add = baggage_train_03_domicile_building_gold_cost_value
			add = baggage_train_02_domicile_building_gold_cost_value
			add = baggage_train_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		character_travel_speed_mult = 0.02
		provisions_capacity_mult = 0.1
		supply_capacity_mult = 0.2
		heavy_cavalry_max_size_add = 1
	}

	parameters = {
		camp_better_scout_for_talent = yes
		camp_unlocks_head_porter_officer = yes
		receives_more_escort_contracts = yes
	}

	ai_value = { value = baggage_train_main_path_value }

	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
community_baggage_train_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { minority_community }
	previous_building = community_baggage_train_05
	internal_slots = 6

	cost = { gold = baggage_train_06_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_06_domicile_building_gold_cost_value
			add = baggage_train_05_domicile_building_gold_cost_value
			add = baggage_train_04_domicile_building_gold_cost_value
			add = baggage_train_03_domicile_building_gold_cost_value
			add = baggage_train_02_domicile_building_gold_cost_value
			add = baggage_train_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		character_travel_speed_mult = 0.02
		provisions_capacity_mult = 0.1
		supply_capacity_mult = 0.2
		siege_weapon_max_size_add = 1
	}

	parameters = {
		camp_better_scout_for_talent = yes
		camp_unlocks_head_porter_officer = yes
		receives_more_escort_contracts = yes
	}

	ai_value = { value = baggage_train_main_path_value }

	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
# Upgrades
community_baggage_train_ample_steeds = { # Ample Steeds
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { minority_community }
	previous_building = community_baggage_train_01

	cost = { gold = baggage_train_ample_steeds_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_ample_steeds_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		character_travel_speed = 10
		light_cavalry_pursuit_mult = 0.1
		heavy_cavalry_pursuit_mult = 0.1
		archer_cavalry_pursuit_mult = 0.1
	}

	parameters = {
		camp_cheaper_cavalry_reinforcement = yes
	}

	ai_value = {
		value = camp_building_ai_base_t2
		if = {
			limit = {
				owner = { has_lifestyle = martial_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}

	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}