N3OW_Western_eastern_europe/common/buildings/00_temple_buildings.txt

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2026-02-19 22:52:49 +00:00
@illustration_christian = "gfx/interface/illustrations/holding_types/temple_christian.dds"
@illustration_generic_grass = "gfx/interface/illustrations/holding_types/temple_generic_grass.dds"
@illustration_generic_arid = "gfx/interface/illustrations/holding_types/temple_generic_arid.dds"
@illustration_india = "gfx/interface/illustrations/holding_types/temple_india.dds"
@illustration_islamic = "gfx/interface/illustrations/holding_types/temple_islamic.dds"
@illustration_orthodox = "gfx/interface/illustrations/holding_types/temple_orthodox.dds"
@illustration_northern_pagan = "gfx/interface/illustrations/holding_types/temple_northern_pagan.dds"
@illustration_iberian_christian = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_christian.dds"
@illustration_iberian_islamic = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_islamic.dds"
@illustration_iranian_zoroastrian = "gfx/interface/illustrations/holding_types/fp3_temple_iranian_zoroastrian.dds"
@illustration_tengri = "gfx/interface/illustrations/holding_types/mpo_temple_steppe.dds"
@illustration_chinese = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds"
@illustration_shinto = "gfx/interface/illustrations/holding_types/tgp_shinto_temple.dds"
@illustration_southeast_asian_pagan = "gfx/interface/illustrations/holding_types/tgp_temple_pagan_se_asia.dds"
temple_01 = {
construction_time = slow_construction_time
#Meshes (Indented for readability)
#Generic Base:
#Note Generic Base is only used for cultures that lack culturally unique temples for at least one faith - if they do then they must have an entry for graphical_faiths for all other religions.
asset = {
type = pdxmesh
name = "building_western_temple_generic_01_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_generic_01_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_generic_01_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_generic_01_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mena" }
}
### Orthodox ###
#Unique:
### Caucasian Orthodox
asset = {
type = pdxmesh
name = "cp6_building_caucasian_temple_orthodox_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
### Slavic Orthodox
asset = {
type = pdxmesh
name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Catholic ###
#Unique:
### Western Catholic
asset = {
type = pdxmesh
name = "building_western_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { western_building_gfx } #+2
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
### Italian Catholic
asset = {
type = pdxmesh
name = "cp6_building_italian_temple_christian_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { mediterranean_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
# FP2 Catholic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_christian_01_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Zoroastrian ###
#Iranian
asset = {
type = entity
name = "fp3_building_persian_temple_01_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
#Base:
asset = {
type = entity
name = "fp3_building_persian_temple_01_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Islamic ###
#Unique:
### FP2 Islamic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_mosque_01_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Southeast Asian Mosques
asset = {
type = pdxmesh
name = "cp6_building_se_asia_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
### Persian Mosques
asset = {
type = pdxmesh
name = "cp6_building_persian_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### African Mosques
asset = {
type = pdxmesh
name = "cp6_building_african_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { african_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
### Turkish Mosques
asset = {
type = pdxmesh
name = "cp6_building_turkish_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { steppe_building_gfx byzantine_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
### Indian Mosques
asset = {
type = pdxmesh
name = "cp6_building_indian_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { indian_building_gfx tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Tengri ###
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
asset = { #Also fallback for pagans in the steppe
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
graphical_cultures = { steppe_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Shinto ###
#Uniquely Japanese:
asset = {
type = pdxmesh
name = "tgp_building_japanese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { japanese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
#Generic:
asset = { #Same used everywhere that shinto exists
type = pdxmesh
name = "tgp_building_japanese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Non-European pagan
asset = {
type = pdxmesh
name = "tgp_building_se_asia_pagan_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_southeast_asian_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
}
graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia graphical_siberia } #+4
}
#Generic Pagan:
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "pagan_gfx" } #+1
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
} #+1
graphical_cultures = {
western_building_gfx byzantine_building_gfx
#DLC Fallback:
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
} #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Sinitic ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { chinese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Dharmic ###
#Unique:
#Indian Graphical Culture:
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { indian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#Southeast Asian Graphical Culture:
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#Tibetan Graphical Culture
asset = {
type = pdxmesh
name = "cp6_building_tibetan_temple_dharmic_01_mesh"
illustration = @illustration_india
requires_dlc_flag = holy_buildings
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" } # +1
graphical_cultures = { tibetan_building_gfx } # +2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } # +4
}
#Chinese Graphical Culture
asset = {
type = pdxmesh
name = "tgp_building_chinese_pagoda_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { dharmic_gfx }
graphical_cultures = { chinese_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#Japanese Graphical Culture
asset = {
type = pdxmesh
name = "tgp_building_japanese_pagoda_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { dharmic_gfx }
graphical_cultures = { japanese_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
can_construct_potential = {
barony_cannot_construct_holding = no
scope:holder = {
NOT = { government_has_flag = government_is_mandala }
}
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = tribals_can_into_temples
}
}
}
scope:holder.culture = {
has_innovation = innovation_city_planning
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = tribals_can_into_temples
}
}
}
can_construct_showing_failures_only = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = tribals_can_into_temples
}
}
}
building_requirement_tribal = no
building_requirement_tribal_holding_in_county = yes
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = tribals_can_into_temples
}
}
scope:holder = { NOT = { has_character_modifier = tgp_rebuilder_modifier } }
building_requirement_nomad = no
building_requirement_nomad_holding_in_county = yes
building_requirement_herder = no
building_requirement_herder_holding_in_county = yes
}
cost_gold = main_building_tier_1_cost
next_building = temple_02
levy = poor_building_levy_tier_1
max_garrison = normal_building_max_garrison_tier_1
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
province_modifier = {
monthly_income = normal_building_tax_tier_3
stationed_maa_damage_mult = low_maa_damage_tier_1
stationed_maa_toughness_mult = low_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_1
travel_danger = -10
}
province_terrain_modifier = {
parameter = coastal_holding_bonuses
is_coastal = yes
build_speed = -0.1
}
province_terrain_modifier = {
parameter = maritime_mercantilism_coastal_holdings
is_coastal = yes
tax_mult = maritime_mercantilism_coastal_holdings_value
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 2
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.01
}
character_modifier = {
men_at_arms_cap = 1
}
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county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -1
}
2026-02-19 22:52:49 +00:00
flag = temple
type_icon = "icon_building_monastic_schools.dds"
on_complete = {
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = renown_from_temple_construction
}
exists = county.holder.dynasty
}
county.holder.dynasty = { add_dynasty_prestige = major_dynasty_prestige_value }
}
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = extra_piety_from_temple_construction
}
}
county.holder = { add_piety = omega_piety_gain }
}
else = {
county.holder ?= { add_piety = massive_piety_gain }
}
save_scope_as = temple_location
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = more_fervor_on_church_construction
}
}
county.holder.faith = {
change_fervor = {
value = 5
desc = fervor_gain_built_temple_holding
}
}
}
else = {
county.holder.faith = {
change_fervor = {
value = 1
desc = fervor_gain_built_temple_holding
}
}
}
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = prestige_from_temple_construction
}
}
county.holder = { add_prestige = massive_prestige_gain }
}
#Holy Legend Seed drop
if = {
limit = {
county.holder = { has_dlc_feature = legends }
county.holder = {
NOR = {
has_game_rule = historical_legends_only
has_personal_legend_seed = holy
}
}
}
random = {
chance = {
value = 10
if = {
limit = { county.holder.piety_level >= high_piety_level }
add = 15 #25%
}
if = {
limit = { county.holder.piety_level >= max_piety_level }
add = 25 #50%
}
}
county.holder = {
send_interface_toast = {
type = msg_legend_seed_created
title = holy_seed_toast
left_icon = root.barony
create_legend_seed = {
type = holy
quality = famed
chronicle = saintly_building
properties = {
location = prev
religion = this.religion
faith = this.faith
}
}
}
}
}
}
#to give follow-up to the vassal.1001 event
hidden_effect = {
if = {
limit = {
exists = province_owner
}
province_owner = {
save_scope_as = owner_of_province
scope:owner_of_province = {
if = { #Religious liege asked me to build a temple
limit = {
exists = var:promised_to_build_temple
var:promised_to_build_temple = {
is_alive = yes
faith = scope:owner_of_province.faith
}
has_character_flag = promised_liege_temple
}
trigger_event = vassal.1010
}
if = { #Religious vassal asked me to build a temple
limit = {
exists = var:promised_to_build_temple
var:promised_to_build_temple = {
is_alive = yes
faith = scope:owner_of_province.faith
}
has_character_flag = promised_vassal_temple
}
trigger_event = vassal.1110
}
#To remove the variables if the character has died or someone has changed their faith
if = {
limit = {
exists = var:promised_to_build_temple
OR = {
var:promised_to_build_temple = { is_alive = no }
faith != scope:owner_of_province.faith
}
}
remove_variable = promised_to_build_temple
}
}
}
}
}
county.holder = {
if = {
limit = {
any_vassal = {
vassal_stance = parochial
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = parochial_vassal_approves_holding_construction
hidden_effect = {
every_vassal = {
vassal_stance = parochial
add_opinion = {
target = prev
modifier = parochial_approves_holding_construction_opinion
}
}
}
}
if = {
limit = {
any_vassal = {
vassal_stance = zealot
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = zealot_vassal_approves_holding_construction
hidden_effect = {
every_vassal = {
vassal_stance = zealot
add_opinion = {
target = prev
modifier = zealot_approves_temple_construction_opinion
}
}
}
}
}
# Building Oath
hidden_effect = {
if = {
limit = {
county.holder = {
has_character_modifier = oath_of_buildings
}
}
county.holder = { save_scope_as = holder }
add_random_economic_building_effect = yes
add_random_military_building_effect = yes
add_random_fortification_building_effect = yes
}
}
}
ai_value = {
base = 100
modifier = {
factor = 0
scope:holder = {
NOT = { government_has_flag = government_is_theocracy }
}
}
modifier = {
add = 50
county = {
NOT = {
any_county_province = {
has_building_or_higher = temple_01
}
}
}
}
}
}
temple_02 = {
construction_time = slow_construction_time
#Meshes (Indented for readability)
### GENERIC ###
#Generic Base:
asset = {
type = pdxmesh
name = "building_western_temple_generic_01_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_generic_01_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_generic_01_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_generic_01_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mena" }
}
### Orthodox ###
#Unique:
### Caucasian Orthodox
asset = {
type = pdxmesh
name = "cp6_building_caucasian_temple_orthodox_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
graphical_regions = { "graphical_mediterranean" }
}
### Slavic Orthodox
asset = {
type = pdxmesh
name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Catholic ###
#Unique:
### Western Catholic
asset = {
type = pdxmesh
name = "building_western_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { western_building_gfx } #+2
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
### Italian Catholic
asset = {
type = pdxmesh
name = "cp6_building_italian_temple_christian_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { mediterranean_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
# FP2 Catholic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_christian_01_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Zoroastrian ###
#Unique:
asset = {
type = entity
name = "fp3_building_persian_temple_01_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = entity
name = "fp3_building_persian_temple_01_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Islamic ###
#Unique:
### FP2 Islamic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_mosque_01_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Southeast Asian Mosques
asset = {
type = pdxmesh
name = "cp6_building_se_asia_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Persian Mosques
asset = {
type = pdxmesh
name = "cp6_building_persian_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### African Mosques
asset = {
type = pdxmesh
name = "cp6_building_african_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { african_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Turkish Mosques
asset = {
type = pdxmesh
name = "cp6_building_turkish_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { steppe_building_gfx byzantine_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Indian Mosques
asset = {
type = pdxmesh
name = "cp6_building_indian_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { indian_building_gfx tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Tengri ###
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
graphical_cultures = { steppe_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Shinto ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_japanese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { japanese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
}
#Base:
asset = { #Same used everywhere that shinto exists
type = pdxmesh
name = "tgp_building_japanese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Non-European pagan
asset = {
type = pdxmesh
name = "tgp_building_se_asia_pagan_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_southeast_asian_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { pagan_gfx }
graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
}
#Generic Pagan:
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "pagan_gfx" } #+1
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
} #+1
graphical_cultures = {
western_building_gfx byzantine_building_gfx
#DLC Fallback:
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
} #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Sinitic ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { chinese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Dharmic ###
#Unique:
#Indian Graphical Culture:
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { indian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Southeast Asian Graphical Culture:
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Tibetan Graphical Culture
asset = {
type = pdxmesh
name = "cp6_building_tibetan_temple_dharmic_01_mesh"
illustration = @illustration_india
requires_dlc_flag = holy_buildings
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Chinese Graphical Culture
asset = {
type = pdxmesh
name = "tgp_building_chinese_pagoda_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { dharmic_gfx }
graphical_cultures = { chinese_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Japanese Graphical Culture
asset = {
type = pdxmesh
name = "tgp_building_japanese_pagoda_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { dharmic_gfx } #+1
graphical_cultures = { japanese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_dharmic_01_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
can_construct_potential = {
building_requirement_tribal = no
scope:holder = {
NOT = { government_has_flag = government_is_mandala }
}
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
}
}
}
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
has_innovation = innovation_city_planning
}
}
}
can_construct_showing_failures_only = { NOT = { scope:holder = { has_character_modifier = tgp_rebuilder_modifier } } }
cost_gold = main_building_tier_2_cost
next_building = temple_03
levy = poor_building_levy_tier_3
max_garrison = normal_building_max_garrison_tier_3
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
province_modifier = {
monthly_income = normal_building_tax_tier_5
stationed_maa_damage_mult = low_maa_damage_tier_2
stationed_maa_toughness_mult = low_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_2
travel_danger = -12
}
province_terrain_modifier = {
parameter = coastal_holding_bonuses
is_coastal = yes
build_speed = -0.1
}
province_terrain_modifier = {
parameter = maritime_mercantilism_coastal_holdings
is_coastal = yes
tax_mult = maritime_mercantilism_coastal_holdings_value
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 3
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.02
}
character_modifier = {
men_at_arms_cap = 1
}
2026-03-10 00:41:50 +00:00
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -2
}
2026-02-19 22:52:49 +00:00
flag = temple
on_complete = {
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = renown_from_temple_construction
}
exists = county.holder.dynasty
}
county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
}
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = more_fervor_on_church_construction
}
}
county.holder.faith = {
change_fervor = {
value = 2
desc = fervor_gain_upgraded_temple_holding_culture_parameter
}
}
}
barony.holder = {
if = {
limit = {
any_vassal = {
vassal_stance = parochial
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = parochial_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
vassal_stance = parochial
add_opinion = {
target = prev
modifier = parochial_approves_holding_upgrade_opinion
}
}
}
}
if = {
limit = {
any_vassal = {
vassal_stance = zealot
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = zealot_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
vassal_stance = zealot
add_opinion = {
target = prev
modifier = zealot_approves_temple_upgrade_opinion
}
}
}
}
}
scope:character = {
if = {
limit = { government_has_flag = government_is_mandala }
mandala_upgraded_temple_holding_effect = yes
}
}
}
ai_value = {
base = 6
modifier = {
factor = 2
scope:holder.capital_province = this
}
modifier = {
factor = 0.1
free_building_slots >= 1
}
modifier = {
factor = 0.1
combined_building_level <= 10
years_from_game_start >= 1
}
modifier = {
factor = 0.3
years_from_game_start <= 0.05
}
}
}
temple_03 = {
construction_time = slow_construction_time
#Meshes (Indented for readability)
### GENERIC ###
#Generic Base:
asset = {
type = pdxmesh
name = "building_western_temple_generic_02_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_generic_02_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_generic_02_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_generic_02_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mena" }
}
### Orthodox ###
#Unique:
### Caucasian Orthodox
asset = {
type = pdxmesh
name = "cp6_building_caucasian_temple_orthodox_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
graphical_regions = { "graphical_mediterranean" }
}
### Slavic Orthodox
asset = {
type = pdxmesh
name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Catholic ###
### Western Catholic
asset = {
type = pdxmesh
name = "building_western_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { western_building_gfx } #+2
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
### Italian Catholic
asset = {
type = pdxmesh
name = "cp6_building_italian_temple_christian_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { mediterranean_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
# FP2 Catholic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_christian_02_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Zoroastrian ###
#Unique:
asset = {
type = entity
name = "fp3_building_persian_temple_02_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = entity
name = "fp3_building_persian_temple_02_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
} #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Islamic ###
### FP2 Islamic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_mosque_02_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Southeast Asian Mosques
asset = {
type = pdxmesh
name = "cp6_building_se_asia_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Persian Mosques
asset = {
type = pdxmesh
name = "cp6_building_persian_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### African Mosques
asset = {
type = pdxmesh
name = "cp6_building_african_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { african_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Turkish Mosques
asset = {
type = pdxmesh
name = "cp6_building_turkish_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { steppe_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Indian Mosques
asset = {
type = pdxmesh
name = "cp6_building_indian_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { indian_building_gfx tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Tengri ###
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
graphical_cultures = { steppe_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Shinto ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_japanese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { japanese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = { #Same used everywhere that shinto exists
type = pdxmesh
name = "tgp_building_japanese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Non-European pagan
asset = {
type = pdxmesh
name = "tgp_building_se_asia_pagan_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_southeast_asian_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { pagan_gfx }
graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
}
#Generic Pagan:
asset = {
type = pdxmesh
name = "building_western_temple_pagan_02_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "pagan_gfx" } #+1
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = pdxmesh
name = "building_western_temple_pagan_02_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
} #+1
graphical_cultures = {
western_building_gfx byzantine_building_gfx
#DLC Fallback:
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
} #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Sinitic ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { chinese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Dharmic ###
#Indian Graphical Culture:
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { indian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Southeast Asian Graphical Culture:
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Tibetan Graphical Culture
asset = {
type = pdxmesh
name = "cp6_building_tibetan_temple_dharmic_02_mesh"
illustration = @illustration_india
requires_dlc_flag = holy_buildings
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Chinese Graphical Culture
asset = {
type = pdxmesh
name = "tgp_building_chinese_pagoda_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { dharmic_gfx }
graphical_cultures = { chinese_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Japanese Graphical Culture
asset = {
type = pdxmesh
name = "tgp_building_japanese_pagoda_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { dharmic_gfx }
graphical_cultures = { japanese_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
can_construct_potential = {
building_requirement_tribal = no
scope:holder = {
NOT = { government_has_flag = government_is_mandala }
}
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
}
}
}
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
has_innovation = innovation_manorialism
}
}
}
can_construct_showing_failures_only = { NOT = { scope:holder = { has_character_modifier = tgp_rebuilder_modifier } } }
cost_gold = main_building_tier_3_cost
next_building = temple_04
levy = poor_building_levy_tier_5
max_garrison = normal_building_max_garrison_tier_5
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3
province_modifier = {
monthly_income = normal_building_tax_tier_7
stationed_maa_damage_mult = low_maa_damage_tier_3
stationed_maa_toughness_mult = low_maa_toughness_tier_3
stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_3
travel_danger = -14
}
province_terrain_modifier = {
parameter = coastal_holding_bonuses
is_coastal = yes
build_speed = -0.1
}
province_terrain_modifier = {
parameter = maritime_mercantilism_coastal_holdings
is_coastal = yes
tax_mult = maritime_mercantilism_coastal_holdings_value
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 4
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.03
}
character_modifier = {
men_at_arms_cap = 1
}
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county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -3
}
2026-02-19 22:52:49 +00:00
flag = temple
on_complete = {
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = renown_from_temple_construction
}
exists = county.holder.dynasty
}
county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
}
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = more_fervor_on_church_construction
}
}
county.holder.faith = {
change_fervor = {
value = 2
desc = fervor_gain_upgraded_temple_holding_culture_parameter
}
}
}
barony.holder = {
if = {
limit = {
any_vassal = {
vassal_stance = parochial
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = parochial_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
vassal_stance = parochial
add_opinion = {
target = prev
modifier = parochial_approves_holding_upgrade_opinion
}
}
}
}
if = {
limit = {
any_vassal = {
vassal_stance = zealot
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = zealot_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
vassal_stance = zealot
add_opinion = {
target = prev
modifier = zealot_approves_temple_upgrade_opinion
}
}
}
}
}
scope:character = {
if = {
limit = { government_has_flag = government_is_mandala }
mandala_upgraded_temple_holding_effect = yes
}
}
}
ai_value = {
base = 5
modifier = {
factor = 2
scope:holder.capital_province = this
}
modifier = {
factor = 0.2
combined_building_level <= 20
years_from_game_start >= 1
}
}
}
temple_04 = {
construction_time = slow_construction_time
#Meshes (Indented for readability)
### GENERIC ###
#Generic Base:
asset = {
type = pdxmesh
name = "building_western_temple_generic_02_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_generic_02_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_generic_02_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_generic_02_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mena" }
}
### Orthodox ###
#Unique:
### Caucasian Orthodox
asset = {
type = pdxmesh
name = "cp6_building_caucasian_temple_orthodox_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
graphical_regions = { "graphical_mediterranean" }
}
### Slavic Orthodox
asset = {
type = pdxmesh
name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Catholic ###
#Unique:
### Western Catholic
asset = {
type = pdxmesh
name = "building_western_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { western_building_gfx } #+2
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
### Italian Catholic
asset = {
type = pdxmesh
name = "cp6_building_italian_temple_christian_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { mediterranean_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
# FP2 Catholic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_christian_02_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Zoroastrian ###
#Unique:
asset = {
type = entity
name = "fp3_building_persian_temple_02_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = entity
name = "fp3_building_persian_temple_02_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Islamic ###
#Unique:
### FP2 Islamic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_mosque_02_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Southeast Asian Mosques
asset = {
type = pdxmesh
name = "cp6_building_se_asia_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Persian Mosques
asset = {
type = pdxmesh
name = "cp6_building_persian_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### African Mosques
asset = {
type = pdxmesh
name = "cp6_building_african_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { african_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Turkish Mosques
asset = {
type = pdxmesh
name = "cp6_building_turkish_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { steppe_building_gfx byzantine_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Indian Mosques
asset = {
type = pdxmesh
name = "cp6_building_indian_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { indian_building_gfx tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Tengri ###
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
graphical_cultures = { steppe_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Shinto ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_japanese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { japanese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = { #Same used everywhere that shinto exists
type = pdxmesh
name = "tgp_building_japanese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Non-European pagan
asset = {
type = pdxmesh
name = "tgp_building_se_asia_pagan_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_southeast_asian_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { pagan_gfx }
graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
}
#Generic Pagan:
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "pagan_gfx" } #+1
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
} #+1
graphical_cultures = {
western_building_gfx byzantine_building_gfx
#DLC Fallback:
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
} #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia
} #+4
}
### Sinitic ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { chinese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Dharmic ###
#Unique:
#Indian Graphical Culture:
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { indian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Southeast Asian Graphical Culture:
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Tibetan Graphical Culture
asset = {
type = pdxmesh
name = "cp6_building_tibetan_temple_dharmic_02_mesh"
illustration = @illustration_india
requires_dlc_flag = holy_buildings
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Chinese Graphical Culture
asset = {
type = pdxmesh
name = "tgp_building_chinese_pagoda_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { dharmic_gfx }
graphical_cultures = { chinese_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Japanese Graphical Culture
asset = {
type = pdxmesh
name = "tgp_building_japanese_pagoda_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { dharmic_gfx }
graphical_cultures = { japanese_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_dharmic_02_mesh"
illustration = @illustration_india
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
can_construct_potential = {
building_requirement_tribal = no
scope:holder = {
NOT = { government_has_flag = government_is_mandala }
}
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
}
}
}
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
has_innovation = innovation_windmills
}
}
}
can_construct_showing_failures_only = { NOT = { scope:holder = { has_character_modifier = tgp_rebuilder_modifier } } }
cost_gold = main_building_tier_4_cost
levy = poor_building_levy_tier_7
max_garrison = normal_building_max_garrison_tier_7
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4
province_modifier = {
monthly_income = good_building_tax_tier_6
stationed_maa_damage_mult = low_maa_damage_tier_4
stationed_maa_toughness_mult = low_maa_toughness_tier_4
stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_4
travel_danger = -16
}
province_terrain_modifier = {
parameter = coastal_holding_bonuses
is_coastal = yes
build_speed = -0.1
}
province_terrain_modifier = {
parameter = maritime_mercantilism_coastal_holdings
is_coastal = yes
tax_mult = maritime_mercantilism_coastal_holdings_value
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 5
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.05
}
character_modifier = {
men_at_arms_cap = 1
}
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county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -4
}
2026-02-19 22:52:49 +00:00
flag = temple
on_complete = {
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = renown_from_temple_construction
}
exists = county.holder.dynasty
}
county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
}
if = {
limit = {
county.holder.culture = {
has_cultural_parameter = more_fervor_on_church_construction
}
}
county.holder.faith = {
change_fervor = {
value = 2
desc = fervor_gain_upgraded_temple_holding_culture_parameter
}
}
}
barony.holder = {
if = {
limit = {
any_vassal = {
vassal_stance = parochial
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = parochial_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
vassal_stance = parochial
add_opinion = {
target = prev
modifier = parochial_approves_holding_upgrade_opinion
}
}
}
}
if = {
limit = {
any_vassal = {
vassal_stance = zealot
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = zealot_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
vassal_stance = zealot
add_opinion = {
target = prev
modifier = zealot_approves_temple_upgrade_opinion
}
}
}
}
}
scope:character = {
if = {
limit = { government_has_flag = government_is_mandala }
mandala_upgraded_temple_holding_effect = yes
}
}
}
ai_value = {
base = 4
modifier = {
factor = 2
scope:holder.capital_province = this
}
modifier = {
factor = 0.2
combined_building_level <= 30
years_from_game_start >= 1
}
}
}
####
#
# Temple Buildings
#
####
### Scriptorium
scriptorium_01 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_01
has_dlc_feature = legends
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
county_holder_character_modifier = {
owned_legend_spread_mult = 0.05
legitimacy_gain_mult = 0.01
}
character_modifier = {
monthly_piety = 0.1
}
county_modifier = {
monthly_county_control_growth_add = 0.1
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.01
}
county_culture_modifier = {
parameter = block_printing_scriptorium_bonuses
monthly_county_control_growth_add = innovation_block_printing_control_growth_value_1
development_growth = innovation_block_printing_development_growth_value_1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = scriptorium_02
type_icon = "icon_building_library.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_pious_building_preference_modifier = yes
modifier = {
add = 250
scope:holder = {
OR = {
highest_held_title_tier = tier_barony
government_has_flag = government_is_theocracy
is_theocratic_lessee = yes
}
}
}
modifier = {
factor = 2
free_building_slots <= 1
}
modifier = {
factor = 0
NOT = {
has_building_or_higher = monastic_schools_01
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_cereal_fields_requirement_terrain = yes
NOT = {
has_building_or_higher = cereal_fields_01
}
}
}
}
scriptorium_02 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_01
culture = {
has_innovation = innovation_city_planning
}
has_dlc_feature = legends
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
county_holder_character_modifier = {
owned_legend_spread_mult = 0.1
legitimacy_gain_mult = 0.02
}
county_culture_modifier = {
parameter = block_printing_scriptorium_bonuses
monthly_county_control_growth_add = innovation_block_printing_control_growth_value_1
development_growth = innovation_block_printing_development_growth_value_1
}
character_modifier = {
monthly_piety = 0.2
}
county_modifier = {
monthly_county_control_growth_add = 0.2
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.01
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = scriptorium_03
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
scriptorium_03 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_02
culture = {
has_innovation = innovation_manorialism
}
has_dlc_feature = legends
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
county_holder_character_modifier = {
owned_legend_spread_mult = 0.15
legitimacy_gain_mult = 0.03
}
county_culture_modifier = {
parameter = block_printing_scriptorium_bonuses
monthly_county_control_growth_add = innovation_block_printing_control_growth_value_2
development_growth = innovation_block_printing_development_growth_value_2
}
character_modifier = {
monthly_piety = 0.3
}
county_modifier = {
monthly_county_control_growth_add = 0.3
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.02
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = scriptorium_04
ai_value = {
base = 8
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
scriptorium_04 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_02
culture = {
has_innovation = innovation_manorialism
}
has_dlc_feature = legends
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
county_holder_character_modifier = {
owned_legend_spread_mult = 0.2
legitimacy_gain_mult = 0.04
}
county_culture_modifier = {
parameter = block_printing_scriptorium_bonuses
monthly_county_control_growth_add = innovation_block_printing_control_growth_value_2
development_growth = innovation_block_printing_development_growth_value_2
}
character_modifier = {
monthly_piety = 0.4
}
county_modifier = {
monthly_county_control_growth_add = 0.4
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.02
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = scriptorium_05
ai_value = {
base = 7
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
scriptorium_05 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_03
culture = {
has_innovation = innovation_windmills
}
has_dlc_feature = legends
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
county_holder_character_modifier = {
owned_legend_spread_mult = 0.25
legitimacy_gain_mult = 0.05
}
county_culture_modifier = {
parameter = block_printing_scriptorium_bonuses
monthly_county_control_growth_add = innovation_block_printing_control_growth_value_3
development_growth = innovation_block_printing_development_growth_value_3
}
character_modifier = {
monthly_piety = 0.5
}
county_modifier = {
monthly_county_control_growth_add = 0.5
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.03
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = scriptorium_06
ai_value = {
base = 7
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
scriptorium_06 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_03
culture = {
has_innovation = innovation_windmills
}
has_dlc_feature = legends
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
county_holder_character_modifier = {
owned_legend_spread_mult = 0.3
legitimacy_gain_mult = 0.06
}
character_modifier = {
monthly_piety = 0.6
}
county_modifier = {
monthly_county_control_growth_add = 0.6
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.03
}
county_culture_modifier = {
parameter = block_printing_scriptorium_bonuses
monthly_county_control_growth_add = innovation_block_printing_control_growth_value_3
development_growth = innovation_block_printing_development_growth_value_3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = scriptorium_07
ai_value = {
base = 7
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
scriptorium_07 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_04
culture = {
has_innovation = innovation_cranes
}
has_dlc_feature = legends
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
county_holder_character_modifier = {
owned_legend_spread_mult = 0.35
legitimacy_gain_mult = 0.07
}
character_modifier = {
monthly_piety = 0.7
}
county_modifier = {
monthly_county_control_growth_add = 0.7
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.04
}
county_culture_modifier = {
parameter = block_printing_scriptorium_bonuses
monthly_county_control_growth_add = innovation_block_printing_control_growth_value_4
development_growth = innovation_block_printing_development_growth_value_4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = scriptorium_08
ai_value = {
base = 7
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
scriptorium_08 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_03
culture = {
has_innovation = innovation_cranes
}
has_dlc_feature = legends
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
county_holder_character_modifier = {
owned_legend_spread_mult = 0.4
legitimacy_gain_mult = 0.08
}
character_modifier = {
monthly_piety = 0.8
}
county_modifier = {
monthly_county_control_growth_add = 0.8
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.04
}
county_culture_modifier = {
parameter = block_printing_scriptorium_bonuses
monthly_county_control_growth_add = innovation_block_printing_control_growth_value_4
development_growth = innovation_block_printing_development_growth_value_4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
ai_value = {
base = 7
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
### Monastic School
monastic_schools_01 = {
construction_time = standard_construction_time
can_construct_potential = {
OR = {
has_building_or_higher = temple_01
scope:holder.faith = { has_doctrine_parameter = monastic_schools_allowed_in_every_holding_type }
}
}
can_construct_showing_failures_only = {
#building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
character_modifier = {
monthly_piety = 0.1
}
county_modifier = {
monthly_county_control_growth_add = 0.1
}
province_modifier = {
monthly_income = poor_building_tax_tier_1
epidemic_resistance = 4
}
character_culture_modifier = {
parameter = monastic_monastery_learning_bonus
monthly_learning_lifestyle_xp_gain_mult = 0.1
}
character_culture_modifier = {
parameter = monastery_prowess_martial_bonus
prowess = 1
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.01
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = monastic_schools_02
type_icon = "icon_building_monastic_schools.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_pious_building_preference_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
add = 500
scope:holder = {
OR = {
highest_held_title_tier = tier_barony
government_has_flag = government_is_theocracy
government_has_flag = government_is_mandala
is_theocratic_lessee = yes
}
}
}
modifier = {
factor = 2
free_building_slots <= 1
}
}
}
monastic_schools_02 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_01
culture = {
OR = {
has_innovation = innovation_city_planning
has_cultural_parameter = next_level_monasteries
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
character_modifier = {
monthly_piety = 0.2
}
county_modifier = {
monthly_county_control_growth_add = 0.2
}
province_modifier = {
monthly_income = poor_building_tax_tier_2
epidemic_resistance = 6
}
character_culture_modifier = {
parameter = monastic_monastery_learning_bonus
monthly_learning_lifestyle_xp_gain_mult = 0.1
learning = 1
}
character_culture_modifier = {
parameter = monastery_prowess_martial_bonus
prowess = 1
martial = 1
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.01
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = monastic_schools_03
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
monastic_schools_03 = {
construction_time = standard_construction_time
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_monasteries
}
}
}
culture = {
has_innovation = innovation_manorialism
}
has_building_or_higher = temple_02
}
trigger_else = {
culture = {
has_innovation = innovation_city_planning
}
culture = {
has_cultural_parameter = next_level_monasteries
}
has_building_or_higher = temple_01
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
character_modifier = {
monthly_piety = 0.3
}
county_modifier = {
monthly_county_control_growth_add = 0.3
}
province_modifier = {
monthly_income = poor_building_tax_tier_3
epidemic_resistance = 8
}
character_culture_modifier = {
parameter = monastic_monastery_learning_bonus
monthly_learning_lifestyle_xp_gain_mult = 0.2
learning = 1
}
character_culture_modifier = {
parameter = monastery_prowess_martial_bonus
prowess = 2
martial = 1
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.02
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = monastic_schools_04
ai_value = {
base = 8
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
monastic_schools_04 = {
construction_time = standard_construction_time
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_monasteries
}
}
}
culture = {
has_innovation = innovation_manorialism
}
has_building_or_higher = temple_02
}
trigger_else = {
culture = {
has_innovation = innovation_city_planning
}
culture = {
has_cultural_parameter = next_level_monasteries
}
has_building_or_higher = temple_01
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
character_modifier = {
monthly_piety = 0.4
}
county_modifier = {
monthly_county_control_growth_add = 0.4
}
province_modifier = {
monthly_income = poor_building_tax_tier_4
epidemic_resistance = 10
}
character_culture_modifier = {
parameter = monastic_monastery_learning_bonus
monthly_learning_lifestyle_xp_gain_mult = 0.2
learning = 2
}
character_culture_modifier = {
parameter = monastery_prowess_martial_bonus
prowess = 2
martial = 2
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.02
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = monastic_schools_05
ai_value = {
base = 7
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
monastic_schools_05 = {
construction_time = standard_construction_time
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_monasteries
}
}
}
culture = {
has_innovation = innovation_windmills
}
has_building_or_higher = temple_03
}
trigger_else = {
culture = {
has_innovation = innovation_city_planning
}
culture = {
has_cultural_parameter = next_level_monasteries
}
has_building_or_higher = temple_02
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
character_modifier = {
monthly_piety = 0.5
}
county_modifier = {
monthly_county_control_growth_add = 0.5
}
province_modifier = {
monthly_income = poor_building_tax_tier_5
epidemic_resistance = 12
}
character_culture_modifier = {
parameter = monastic_monastery_learning_bonus
monthly_learning_lifestyle_xp_gain_mult = 0.3
learning = 2
}
character_culture_modifier = {
parameter = monastery_prowess_martial_bonus
prowess = 3
martial = 2
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.03
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = monastic_schools_06
ai_value = {
base = 6
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
monastic_schools_06 = {
construction_time = standard_construction_time
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_monasteries
}
}
}
culture = {
has_innovation = innovation_windmills
}
has_building_or_higher = temple_03
}
trigger_else = {
culture = {
has_innovation = innovation_manorialism
}
culture = {
has_cultural_parameter = next_level_monasteries
}
has_building_or_higher = temple_02
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
character_modifier = {
monthly_piety = 0.6
}
county_modifier = {
monthly_county_control_growth_add = 0.6
}
province_modifier = {
monthly_income = poor_building_tax_tier_6
epidemic_resistance = 14
}
character_culture_modifier = {
parameter = monastic_monastery_learning_bonus
monthly_learning_lifestyle_xp_gain_mult = 0.3
learning = 3
}
character_culture_modifier = {
parameter = monastery_prowess_martial_bonus
prowess = 3
martial = 3
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.03
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = monastic_schools_07
ai_value = {
base = 5
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
monastic_schools_07 = {
construction_time = standard_construction_time
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_monasteries
}
}
}
culture = {
has_innovation = innovation_cranes
}
has_building_or_higher = temple_04
}
trigger_else = {
culture = {
has_innovation = innovation_windmills
}
culture = {
has_cultural_parameter = next_level_monasteries
}
has_building_or_higher = temple_03
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
character_modifier = {
monthly_piety = 0.7
}
county_modifier = {
monthly_county_control_growth_add = 0.7
}
province_modifier = {
monthly_income = poor_building_tax_tier_7
epidemic_resistance = 16
}
character_culture_modifier = {
parameter = monastic_monastery_learning_bonus
monthly_learning_lifestyle_xp_gain_mult = 0.4
learning = 3
}
character_culture_modifier = {
parameter = monastery_prowess_martial_bonus
prowess = 4
martial = 3
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.04
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = monastic_schools_08
ai_value = {
base = 4
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
monastic_schools_08 = {
construction_time = standard_construction_time
can_construct = {
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = next_level_monasteries
}
}
}
culture = {
has_innovation = innovation_cranes
}
has_building_or_higher = temple_04
}
trigger_else = {
culture = {
has_innovation = innovation_windmills
}
culture = {
has_cultural_parameter = next_level_monasteries
}
has_building_or_higher = temple_03
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
character_modifier = {
monthly_piety = 0.8
}
county_modifier = {
monthly_county_control_growth_add = 0.8
}
province_modifier = {
monthly_income = poor_building_tax_tier_8
epidemic_resistance = 18
}
character_culture_modifier = {
parameter = monastic_monastery_learning_bonus
monthly_learning_lifestyle_xp_gain_mult = 0.4
learning = 4
}
character_culture_modifier = {
parameter = monastery_prowess_martial_bonus
prowess = 4
martial = 4
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.04
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
### Megaliths
megalith_01 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_01
scope:holder.faith = {
has_doctrine_parameter = can_build_megaliths
}
}
can_construct_showing_failures_only = {
#building_requirement_tribal = no
}
is_enabled = {
custom_tooltip = {
text = province_is_of_a_megalith_faith_tt
county.faith = { has_doctrine_parameter = can_build_megaliths }
}
}
show_disabled = yes
cost_gold = normal_building_tier_1_cost
character_modifier = {
monthly_piety = poor_building_tax_tier_1
}
county_modifier = {
development_growth_factor = 0.02
county_opinion_add = 2
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.01
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = megalith_02
type_icon = "icon_megalith.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_pious_building_preference_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
add = 500
scope:holder = {
OR = {
highest_held_title_tier = tier_barony
government_has_flag = government_is_theocracy
government_has_flag = government_is_mandala
is_theocratic_lessee = yes
}
}
}
modifier = {
factor = 2
free_building_slots <= 1
}
}
}
megalith_02 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_01
scope:holder.faith = {
has_doctrine_parameter = can_build_megaliths
}
}
can_construct_showing_failures_only = {
#building_requirement_tribal = no
}
is_enabled = {
custom_tooltip = {
text = province_is_of_a_megalith_faith_tt
county.faith = { has_doctrine_parameter = can_build_megaliths }
}
}
cost_gold = normal_building_tier_2_cost
character_modifier = {
monthly_piety = poor_building_tax_tier_2
}
county_modifier = {
development_growth_factor = 0.05
county_opinion_add = 2
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.01
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = megalith_03
ai_value = {
base = 9
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
}
}
megalith_03 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_01
scope:holder.faith = {
has_doctrine_parameter = can_build_megaliths
}
culture = {
has_innovation = innovation_city_planning
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
custom_tooltip = {
text = province_is_of_a_megalith_faith_tt
county.faith = { has_doctrine_parameter = can_build_megaliths }
}
}
cost_gold = normal_building_tier_3_cost
character_modifier = {
monthly_piety = poor_building_tax_tier_3
}
county_modifier = {
development_growth_factor = 0.1
county_opinion_add = 4
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.02
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = megalith_04
ai_value = {
base = 8
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
}
}
megalith_04 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_02
scope:holder.faith = {
has_doctrine_parameter = can_build_megaliths
}
culture = {
has_innovation = innovation_city_planning
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
custom_tooltip = {
text = province_is_of_a_megalith_faith_tt
county.faith = { has_doctrine_parameter = can_build_megaliths }
}
}
cost_gold = normal_building_tier_4_cost
character_modifier = {
monthly_piety = poor_building_tax_tier_4
}
county_modifier = {
development_growth_factor = 0.15
county_opinion_add = 4
development_growth = 0.025
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.02
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = megalith_05
ai_value = {
base = 7
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
}
}
megalith_05 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_02
scope:holder.faith = {
has_doctrine_parameter = can_build_megaliths
}
culture = {
has_innovation = innovation_city_planning
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
custom_tooltip = {
text = province_is_of_a_megalith_faith_tt
county.faith = { has_doctrine_parameter = can_build_megaliths }
}
}
cost_gold = normal_building_tier_5_cost
character_modifier = {
monthly_piety = poor_building_tax_tier_5
monthly_prestige = poor_building_tax_tier_1
}
county_modifier = {
development_growth_factor = 0.2
county_opinion_add = 6
development_growth = 0.025
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.03
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = megalith_06
ai_value = {
base = 6
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
}
}
megalith_06 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_02
scope:holder.faith = {
has_doctrine_parameter = can_build_megaliths
}
culture = {
has_innovation = innovation_city_planning
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
custom_tooltip = {
text = province_is_of_a_megalith_faith_tt
county.faith = { has_doctrine_parameter = can_build_megaliths }
}
}
cost_gold = normal_building_tier_5_cost
character_modifier = {
monthly_piety = poor_building_tax_tier_6
monthly_prestige = poor_building_tax_tier_2
}
county_modifier = {
development_growth_factor = 0.25
county_opinion_add = 6
development_growth = 0.05
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.03
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = megalith_07
ai_value = {
base = 5
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
}
}
megalith_07 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_02
scope:holder.faith = {
has_doctrine_parameter = can_build_megaliths
}
culture = {
has_innovation = innovation_city_planning
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
custom_tooltip = {
text = province_is_of_a_megalith_faith_tt
county.faith = { has_doctrine_parameter = can_build_megaliths }
}
}
cost_gold = normal_building_tier_5_cost
character_modifier = {
monthly_piety = poor_building_tax_tier_7
monthly_prestige = poor_building_tax_tier_3
}
county_modifier = {
development_growth_factor = 0.3
county_opinion_add = 8
development_growth = 0.05
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.04
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = megalith_08
ai_value = {
base = 4
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
}
}
megalith_08 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_02
scope:holder.faith = {
has_doctrine_parameter = can_build_megaliths
}
culture = {
has_innovation = innovation_city_planning
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
custom_tooltip = {
text = province_is_of_a_megalith_faith_tt
county.faith = { has_doctrine_parameter = can_build_megaliths }
}
}
cost_gold = normal_building_tier_5_cost
character_modifier = {
monthly_piety = poor_building_tax_tier_8
monthly_prestige = poor_building_tax_tier_4
}
county_modifier = {
development_growth_factor = 0.35
county_opinion_add = 8
development_growth = 0.075
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.04
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
ai_value = {
base = 3
directive_to_build_economy_modifier = yes
ai_pious_building_preference_modifier = yes
}
}
### Breweries (Monks)
breweries_01 = {
construction_time = standard_construction_time
can_construct_potential = {
building_breweries_requirement = { NUMBER = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
effect_desc = brewery_effect_desc
county_modifier = {
county_opinion_add = 5
monthly_county_control_growth_add = 0.05
development_growth_factor = 0.02
}
province_modifier = {
monthly_income = poor_building_tax_tier_1
}
next_building = breweries_02
type_icon = "icon_building_breweries.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
modifier = {
add = 500
scope:holder = {
OR = {
highest_held_title_tier = tier_barony
government_has_flag = government_is_theocracy
is_theocratic_lessee = yes
}
}
}
modifier = {
factor = 2
free_building_slots <= 1
}
}
}
breweries_02 = {
construction_time = standard_construction_time
can_construct_potential = {
culture = { has_innovation = innovation_city_planning }
building_breweries_requirement = { NUMBER = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
effect_desc = brewery_effect_desc
county_modifier = {
county_opinion_add = 10
monthly_county_control_growth_add = 0.1
development_growth_factor = 0.04
}
province_modifier = {
monthly_income = poor_building_tax_tier_2
}
next_building = breweries_03
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
modifier = {
add = 500
scope:holder = {
OR = {
highest_held_title_tier = tier_barony
government_has_flag = government_is_theocracy
is_theocratic_lessee = yes
}
}
}
modifier = {
factor = 2
free_building_slots <= 1
}
}
}
breweries_03 = {
construction_time = standard_construction_time
can_construct_potential = {
culture = { has_innovation = innovation_manorialism }
building_breweries_requirement = { NUMBER = 02 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
effect_desc = brewery_effect_desc
county_modifier = {
county_opinion_add = 15
monthly_county_control_growth_add = 0.15
development_growth_factor = 0.06
}
province_modifier = {
monthly_income = poor_building_tax_tier_3
}
next_building = breweries_04
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
breweries_04 = {
construction_time = standard_construction_time
can_construct_potential = {
culture = { has_innovation = innovation_manorialism }
building_breweries_requirement = { NUMBER = 02 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
effect_desc = brewery_effect_desc
county_modifier = {
county_opinion_add = 20
monthly_county_control_growth_add = 0.20
development_growth_factor = 0.08
}
province_modifier = {
monthly_income = poor_building_tax_tier_4
}
next_building = breweries_05
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
breweries_05 = {
construction_time = standard_construction_time
can_construct_potential = {
culture = { has_innovation = innovation_windmills }
building_breweries_requirement = { NUMBER = 03 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
effect_desc = brewery_effect_desc
county_modifier = {
county_opinion_add = 25
monthly_county_control_growth_add = 0.25
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = poor_building_tax_tier_5
}
next_building = breweries_06
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
breweries_06 = {
construction_time = standard_construction_time
can_construct_potential = {
culture = { has_innovation = innovation_windmills }
building_breweries_requirement = { NUMBER = 03 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
effect_desc = brewery_effect_desc
county_modifier = {
county_opinion_add = 30
monthly_county_control_growth_add = 0.30
development_growth_factor = 0.12
}
province_modifier = {
monthly_income = poor_building_tax_tier_6
}
next_building = breweries_07
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
breweries_07 = {
construction_time = standard_construction_time
can_construct_potential = {
culture = { has_innovation = innovation_cranes }
building_breweries_requirement = { NUMBER = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
effect_desc = brewery_effect_desc
county_modifier = {
county_opinion_add = 35
monthly_county_control_growth_add = 0.35
development_growth_factor = 0.14
}
province_modifier = {
monthly_income = poor_building_tax_tier_7
}
next_building = breweries_08
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
breweries_08 = {
construction_time = standard_construction_time
can_construct_potential = {
culture = { has_innovation = innovation_cranes }
building_breweries_requirement = { NUMBER = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
effect_desc = brewery_effect_desc
county_modifier = {
county_opinion_add = 40
monthly_county_control_growth_add = 0.40
development_growth_factor = 0.16
}
province_modifier = {
monthly_income = poor_building_tax_tier_8
}
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}