diff --git a/common/buildings/temple_citadel_buildings.txt b/common/buildings/temple_citadel_buildings.txt new file mode 100644 index 00000000..5802228d --- /dev/null +++ b/common/buildings/temple_citadel_buildings.txt @@ -0,0 +1,4640 @@ +@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_chinese = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds" +@illustration_shinto = "gfx/interface/illustrations/holding_types/tgp_shinto_temple.dds" +@illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.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_southeast_asian_pagan = "gfx/interface/illustrations/holding_types/tgp_temple_pagan_se_asia.dds" + +temple_citadel_01 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + #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 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 ### + #All Dharmics try to use the General Tempel Citadel look + asset = { + type = pdxmesh + name = "tgp_building_se_asia_temple_01_mesh" + illustration = @illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { indian_building_gfx 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" } + graphical_cultures = { tibetan_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #General: + asset = { + type = pdxmesh + name = "tgp_building_se_asia_temple_01_mesh" + illustration = @illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_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 graphical_mediterranean graphical_india graphical_mena } + } + + can_construct_potential = { + barony_cannot_construct_holding = no + scope:holder = { + OR = { + government_has_flag = government_is_mandala + faith = { has_doctrine_parameter = NEOW_can_build_citadels } + } + } + } + + can_construct = { + scope:holder = { + OR = { + government_has_flag = government_is_mandala + faith = { has_doctrine_parameter = NEOW_can_build_citadels } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + 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_citadel_02 + + levy = normal_building_levy_tier_2 + max_garrison = good_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = super_poor_building_tax_tier_1 + tax_per_piety_level = super_poor_building_tax_tier_1 + fort_level = normal_building_fort_level_tier_1 + stationed_maa_damage_mult_per_piety_level = 0.01 + stationed_maa_toughness_mult_per_piety_level = 0.01 + travel_danger = -10 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = temple_citadel_fort_level_bonus + fort_level = 1 + } + + county_culture_modifier = { + parameter = temple_citadel_control_bonus + monthly_county_control_growth_add = 0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 3 + } + + province_government_modifier = { + parameter = government_is_mandala + monthly_county_control_growth_factor = 0.05 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.02 + monthly_dynasty_prestige = 0.01 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + flag = temple_citadel + + type_icon = "tgp_icon_building_mandala_capital_tier_02.dds" + + on_complete = { + county.holder = { + if = { + limit = { + culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = dynasty + } + dynasty = { add_dynasty_prestige = major_dynasty_prestige_value } + } + + if = { + limit = { + culture = { + has_cultural_parameter = extra_piety_from_temple_construction + } + } + add_piety = omega_piety_gain + } + else_if = { + limit = { government_has_flag = government_is_mandala } + mandala_built_temple_holding_effect = yes + } + else = { add_piety = massive_piety_gain } + save_scope_as = temple_location + + if = { + limit = { + culture = { has_cultural_parameter = more_fervor_on_church_construction } + } + faith = { + change_fervor = { + value = 5 + desc = fervor_gain_built_temple_holding + } + } + } + else = { + faith = { + change_fervor = { + value = 1 + desc = fervor_gain_built_temple_holding + } + } + } + + if = { + limit = { + culture = { has_cultural_parameter = prestige_from_temple_construction } + } + add_prestige = massive_prestige_gain + } + + #Holy Legend Seed drop + if = { + limit = { + has_dlc_feature = legends + NOR = { + has_game_rule = historical_legends_only + has_personal_legend_seed = holy + } + } + random = { + chance = { + value = 10 + if = { + limit = { piety_level >= high_piety_level } + add = 15 #25% + } + if = { + limit = { piety_level >= max_piety_level } + add = 25 #50% + } + } + 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 + } + } + } + } + } + + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = zealot + } + add_opinion = { + target = prev + modifier = zealot_approves_temple_construction_opinion + } + } + } + } + } + + county = { + if = { + limit = { + holder.culture = { has_cultural_parameter = warmonger_city_founders } + } + change_county_control = 100 + } + } + + #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 + } + } + } + } + } + + } + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + NOR = { + government_has_flag = government_is_mandala + faith = { has_doctrine_parameter = NEOW_can_build_citadels } + } + } + } + } +} + +temple_citadel_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 ### + #All Dharmics try to use the General Tempel Citadel look + asset = { + type = pdxmesh + name = "tgp_building_se_asia_temple_02_mesh" + illustration = @illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { indian_building_gfx 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" } + graphical_cultures = { tibetan_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #General: + asset = { + type = pdxmesh + name = "tgp_building_se_asia_temple_02_mesh" + illustration = @illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_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 graphical_mediterranean graphical_india graphical_mena } + } + + can_construct_potential = { + building_requirement_tribal = no + } + 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 + } + } + } + cost_gold = main_building_tier_2_cost + next_building = temple_citadel_03 + + levy = normal_building_levy_tier_4 + max_garrison = good_building_max_garrison_tier_2 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3 + province_modifier = { + monthly_income = super_poor_building_tax_tier_2 + tax_per_piety_level = super_poor_building_tax_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult_per_piety_level = 0.03 + stationed_maa_toughness_mult_per_piety_level = 0.03 + travel_danger = -12 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = temple_citadel_fort_level_bonus + fort_level = 2 + } + + county_culture_modifier = { + parameter = temple_citadel_control_bonus + monthly_county_control_growth_add = 0.2 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 6 + } + + province_government_modifier = { + parameter = government_is_mandala + monthly_county_control_growth_factor = 0.1 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.03 + monthly_dynasty_prestige = 0.02 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 2 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + flag = temple_citadel + + on_complete = { + county.holder = { + if = { + limit = { + culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = dynasty + } + dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_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 + } + } + + # 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 = 9 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + add = 10 + scope:holder.culture = { has_cultural_era_or_later = culture_era_high_medieval } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + years_from_game_start >= 1 + } + modifier = { + factor = 0.1 + combined_building_level <= 10 + years_from_game_start >= 1 + } + #Needed for the initial construction setup for the AI (to avoid the AI spending their free construction setup on upgrading all holdings instead of building buildings) + modifier = { + factor = 0.3 + years_from_game_start <= 0.01 + } + } +} + +temple_citadel_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 + } + + #All Dharmics try to use the General Tempel Citadel look + asset = { + type = pdxmesh + name = "tgp_building_se_asia_temple_03_mesh" + illustration = @illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { indian_building_gfx southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena } + } + + #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 } + } + + #General: + asset = { + type = pdxmesh + name = "tgp_building_se_asia_temple_03_mesh" + illustration = @illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_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_mediterranean graphical_india graphical_mena } + } + + can_construct_potential = { + building_requirement_tribal = no + } + 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 + } + } + } + cost_gold = main_building_tier_3_cost + next_building = temple_citadel_04 + + levy = normal_building_levy_tier_6 + max_garrison = good_building_max_garrison_tier_4 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_5 + province_modifier = { + monthly_income = super_poor_building_tax_tier_3 + tax_per_piety_level = super_poor_building_tax_tier_5 + fort_level = good_building_fort_level_tier_3 + stationed_maa_damage_mult_per_piety_level = 0.05 + stationed_maa_toughness_mult_per_piety_level = 0.05 + travel_danger = -14 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = temple_citadel_fort_level_bonus + fort_level = 3 + } + + county_culture_modifier = { + parameter = temple_citadel_control_bonus + monthly_county_control_growth_add = 0.3 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 10 + } + + province_government_modifier = { + parameter = government_is_mandala + monthly_county_control_growth_factor = 0.15 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.04 + monthly_dynasty_prestige = 0.03 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety_from_buildings_mult = 0.1 + monthly_piety = 0.4 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 3 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + flag = temple_citadel + + on_complete = { + county.holder = { + if = { + limit = { + culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = dynasty + } + dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_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 = 8 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + add = 10 + scope:holder.culture = { has_cultural_era_or_later = culture_era_late_medieval } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 20 + years_from_game_start >= 1 + } + } +} + +temple_citadel_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 ### + + #All Dharmics try to use the General Tempel Citadel look + asset = { + type = pdxmesh + name = "tgp_building_se_asia_temple_04_mesh" + illustration = @illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { indian_building_gfx southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena } + } + + #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 } + } + + #General: + asset = { + type = pdxmesh + name = "tgp_building_se_asia_temple_04_mesh" + illustration = @illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_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_mediterranean graphical_india graphical_mena } + } + + can_construct_potential = { + building_requirement_tribal = no + } + 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 + } + } + } + cost_gold = main_building_tier_4_cost + + levy = normal_building_levy_tier_8 + max_garrison = good_building_max_garrison_tier_6 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_7 + province_modifier = { + monthly_income = super_poor_building_tax_tier_4 + tax_per_piety_level = super_poor_building_tax_tier_7 + fort_level = good_building_fort_level_tier_4 + stationed_maa_damage_mult_per_piety_level = 0.07 + stationed_maa_toughness_mult_per_piety_level = 0.07 + travel_danger = -16 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = temple_citadel_fort_level_bonus + fort_level = 4 + } + + county_culture_modifier = { + parameter = temple_citadel_control_bonus + monthly_county_control_growth_add = 0.4 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 15 + } + + province_government_modifier = { + parameter = government_is_mandala + monthly_county_control_growth_factor = 0.2 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.05 + monthly_dynasty_prestige = 0.04 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety_from_buildings_mult = 0.2 + monthly_piety = 0.6 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 4 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + flag = temple_citadel + + on_complete = { + county.holder = { + if = { + limit = { + culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = dynasty + } + dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + + hidden_effect = { + every_vassal = { + limit = { + has_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 = 17 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 30 + years_from_game_start >= 1 + } + } +} + +#### +# +# Temple Citadel Buildings +# +#### + +### Citadel Shrine + +citadel_shrine_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_citadel_01 + + scope:holder = { government_has_flag = government_is_mandala } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + + character_modifier = { + monthly_piety = 0.05 + monthly_prestige = 0.05 + } + + province_modifier = { + fort_level = normal_building_fort_level_tier_1 + stationed_maa_damage_mult_per_piety_level = 0.01 + stationed_maa_toughness_mult_per_piety_level = 0.01 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = citadel_shrine_02 + + type_icon = "icon_structure_citadel_shrine.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_pious_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + modifier = { + factor = 5 + free_building_slots <= 3 + scope:holder.capital_province = this + } + modifier = { + factor = 5 + free_building_slots <= 2 + } + modifier = { + factor = 5 + free_building_slots <= 1 + } + culture_likely_to_fortify_modifier = yes + } +} + +citadel_shrine_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_citadel_01 + scope:holder = { government_has_flag = government_is_mandala } + culture = { + has_innovation = innovation_city_planning + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + + character_modifier = { + monthly_piety = 0.1 + monthly_prestige = 0.1 + } + + province_modifier = { + fort_level = normal_building_fort_level_tier_2 + stationed_maa_damage_mult_per_piety_level = 0.02 + stationed_maa_toughness_mult_per_piety_level = 0.02 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = citadel_shrine_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +citadel_shrine_03 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_02 + scope:holder = { government_has_flag = government_is_mandala } + culture = { + has_innovation = innovation_manorialism + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + levy = normal_building_levy_tier_3 + + character_modifier = { + monthly_piety = 0.15 + monthly_prestige = 0.15 + } + + province_modifier = { + fort_level = normal_building_fort_level_tier_3 + stationed_maa_damage_mult_per_piety_level = 0.04 + stationed_maa_toughness_mult_per_piety_level = 0.04 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = citadel_shrine_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +citadel_shrine_04 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_02 + scope:holder = { government_has_flag = government_is_mandala } + culture = { + has_innovation = innovation_manorialism + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + levy = normal_building_levy_tier_4 + + character_modifier = { + monthly_piety = 0.2 + monthly_prestige = 0.2 + } + + province_modifier = { + fort_level = normal_building_fort_level_tier_4 + stationed_maa_damage_mult_per_piety_level = 0.05 + stationed_maa_toughness_mult_per_piety_level = 0.05 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = citadel_shrine_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +citadel_shrine_05 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_03 + scope:holder = { government_has_flag = government_is_mandala } + culture = { + has_innovation = innovation_windmills + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + levy = normal_building_levy_tier_5 + + character_modifier = { + monthly_piety = 0.25 + monthly_prestige = 0.25 + } + + province_modifier = { + fort_level = normal_building_fort_level_tier_5 + stationed_maa_damage_mult_per_piety_level = 0.06 + stationed_maa_toughness_mult_per_piety_level = 0.06 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = citadel_shrine_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +citadel_shrine_06 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_03 + scope:holder = { government_has_flag = government_is_mandala } + culture = { + has_innovation = innovation_windmills + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + levy = normal_building_levy_tier_6 + + character_modifier = { + monthly_piety = 0.3 + monthly_prestige = 0.3 + } + + province_modifier = { + fort_level = normal_building_fort_level_tier_6 + stationed_maa_damage_mult_per_piety_level = 0.07 + stationed_maa_toughness_mult_per_piety_level = 0.07 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = citadel_shrine_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +citadel_shrine_07 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_04 + scope:holder = { government_has_flag = government_is_mandala } + culture = { + has_innovation = innovation_cranes + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + levy = normal_building_levy_tier_7 + + character_modifier = { + monthly_piety = 0.35 + monthly_prestige = 0.35 + } + + province_modifier = { + fort_level = normal_building_fort_level_tier_7 + stationed_maa_damage_mult_per_piety_level = 0.08 + stationed_maa_toughness_mult_per_piety_level = 0.08 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = citadel_shrine_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +citadel_shrine_08 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_03 + scope:holder = { government_has_flag = government_is_mandala } + culture = { + has_innovation = innovation_cranes + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + levy = normal_building_levy_tier_8 + + character_modifier = { + monthly_piety = 0.4 + monthly_prestige = 0.4 + } + + province_modifier = { + fort_level = normal_building_fort_level_tier_8 + stationed_maa_damage_mult_per_piety_level = 0.1 + stationed_maa_toughness_mult_per_piety_level = 0.1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + + +### Sacred Pool + +sacred_pool_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_citadel_01 + scope:holder = { government_has_flag = government_is_mandala } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + character_modifier = { + monthly_piety_gain_mult = 0.01 + } + + county_modifier = { + county_opinion_add = 5 + } + + province_modifier = { + defender_holding_advantage = poor_building_advantage_tier_1 + tax_per_piety_level = super_poor_building_tax_tier_1 + } + + county_culture_modifier = { + parameter = sacred_pool_additional_bonuses + build_gold_cost = -0.01 + development_growth_factor = normal_building_development_growth_factor_tier_1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = sacred_pool_02 + + type_icon = "icon_structure_sacred_pool.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_pious_building_preference_modifier = yes + modifier = { + factor = 2 + free_building_slots <= 1 + } + 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 + } + } + } +} + +sacred_pool_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_citadel_01 + scope:holder = { government_has_flag = government_is_mandala } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + } + } + scope:holder.culture = { + has_innovation = innovation_city_planning + } + } + trigger_else = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + character_modifier = { + monthly_piety_gain_mult = 0.02 + } + + county_modifier = { + county_opinion_add = 5 + } + + province_modifier = { + defender_holding_advantage = poor_building_advantage_tier_2 + tax_per_piety_level = super_poor_building_tax_tier_2 + } + + county_culture_modifier = { + parameter = sacred_pool_additional_bonuses + build_gold_cost = -0.02 + development_growth_factor = normal_building_development_growth_factor_tier_2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = sacred_pool_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +sacred_pool_03 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_02 + scope:holder = { government_has_flag = government_is_mandala } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + } + } + culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + scope:holder.culture = { + has_innovation = innovation_city_planning + } + } + + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + character_modifier = { + monthly_piety_gain_mult = 0.03 + } + + county_modifier = { + county_opinion_add = 10 + } + + province_modifier = { + defender_holding_advantage = poor_building_advantage_tier_3 + tax_per_piety_level = super_poor_building_tax_tier_3 + } + + county_culture_modifier = { + parameter = sacred_pool_additional_bonuses + build_gold_cost = -0.03 + development_growth_factor = normal_building_development_growth_factor_tier_3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = sacred_pool_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +sacred_pool_04 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_02 + scope:holder = { government_has_flag = government_is_mandala } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + } + } + culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + scope:holder.culture = { + has_innovation = innovation_city_planning + } + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + character_modifier = { + monthly_piety_gain_mult = 0.04 + } + + county_modifier = { + county_opinion_add = 10 + } + + province_modifier = { + defender_holding_advantage = poor_building_advantage_tier_4 + tax_per_piety_level = super_poor_building_tax_tier_4 + } + + county_culture_modifier = { + parameter = sacred_pool_additional_bonuses + build_gold_cost = -0.04 + development_growth_factor = normal_building_development_growth_factor_tier_4 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = sacred_pool_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +sacred_pool_05 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_03 + scope:holder = { government_has_flag = government_is_mandala } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + } + } + culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety_gain_mult = 0.05 + } + + county_modifier = { + county_opinion_add = 15 + } + + province_modifier = { + defender_holding_advantage = poor_building_advantage_tier_5 + tax_per_piety_level = super_poor_building_tax_tier_5 + } + + county_culture_modifier = { + parameter = sacred_pool_additional_bonuses + build_gold_cost = -0.05 + development_growth_factor = normal_building_development_growth_factor_tier_5 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = sacred_pool_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +sacred_pool_06 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_03 + scope:holder = { government_has_flag = government_is_mandala } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + } + } + culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + character_modifier = { + monthly_piety_gain_mult = 0.06 + } + + county_modifier = { + county_opinion_add = 15 + } + + province_modifier = { + defender_holding_advantage = poor_building_advantage_tier_6 + tax_per_piety_level = super_poor_building_tax_tier_6 + } + + county_culture_modifier = { + parameter = sacred_pool_additional_bonuses + build_gold_cost = -0.06 + development_growth_factor = normal_building_development_growth_factor_tier_6 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = sacred_pool_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +sacred_pool_07 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_04 + scope:holder = { government_has_flag = government_is_mandala } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + } + } + culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + character_modifier = { + monthly_piety_gain_mult = 0.07 + } + + county_modifier = { + county_opinion_add = 20 + } + + province_modifier = { + defender_holding_advantage = poor_building_advantage_tier_7 + tax_per_piety_level = super_poor_building_tax_tier_7 + } + + county_culture_modifier = { + parameter = sacred_pool_additional_bonuses + build_gold_cost = -0.07 + development_growth_factor = normal_building_development_growth_factor_tier_7 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = sacred_pool_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +sacred_pool_08 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_citadel_03 + scope:holder = { government_has_flag = government_is_mandala } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + } + } + culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + culture = { + has_cultural_parameter = may_build_sacred_pools_ahead_of_time + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + character_modifier = { + monthly_piety_gain_mult = 0.08 + } + + county_modifier = { + county_opinion_add = 20 + } + + province_modifier = { + defender_holding_advantage = poor_building_advantage_tier_8 + tax_per_piety_level = super_poor_building_tax_tier_8 + } + + county_culture_modifier = { + parameter = sacred_pool_additional_bonuses + build_gold_cost = -0.08 + development_growth_factor = normal_building_development_growth_factor_tier_8 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + + +### Vihara Halls + +vihara_halls_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + scope:holder = { government_has_flag = government_is_mandala } + has_building_or_higher = temple_citadel_01 + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + levy = small_building_levy_tier_1 + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.05 + legitimacy_gain_mult = 0.01 + } + + county_modifier = { + monthly_county_control_growth_add = 0.1 + development_growth = low_building_development_growth_tier_1 + } + + character_modifier = { + monthly_piety = 0.1 + monthly_dynasty_prestige = 0.01 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = vihara_halls_02 + + type_icon = "icon_structure_vihara_halls.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_tier_1_pious_building_preference_modifier = yes + modifier = { + factor = 2 + free_building_slots <= 1 + } + 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 + } + } + } +} + +vihara_halls_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + scope:holder = { government_has_flag = government_is_mandala } + has_building_or_higher = temple_citadel_01 + culture = { + has_innovation = innovation_city_planning + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + levy = small_building_levy_tier_2 + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.1 + legitimacy_gain_mult = 0.02 + } + + character_modifier = { + monthly_piety = 0.2 + monthly_dynasty_prestige = 0.02 + } + + county_modifier = { + monthly_county_control_growth_add = 0.2 + development_growth = low_building_development_growth_tier_2 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = vihara_halls_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_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 + } + } +} + +vihara_halls_03 = { + construction_time = standard_construction_time + + can_construct = { + scope:holder = { government_has_flag = government_is_mandala } + has_building_or_higher = temple_citadel_02 + culture = { + has_innovation = innovation_manorialism + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + levy = small_building_levy_tier_3 + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.15 + legitimacy_gain_mult = 0.03 + } + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige = 0.03 + } + + county_modifier = { + monthly_county_control_growth_add = 0.3 + development_growth = low_building_development_growth_tier_3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = vihara_halls_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_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 + } + } +} + +vihara_halls_04 = { + construction_time = standard_construction_time + + can_construct = { + scope:holder = { government_has_flag = government_is_mandala } + has_building_or_higher = temple_citadel_02 + culture = { + has_innovation = innovation_manorialism + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + levy = small_building_levy_tier_4 + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.2 + legitimacy_gain_mult = 0.04 + } + + character_modifier = { + monthly_piety = 0.4 + monthly_dynasty_prestige = 0.04 + } + + county_modifier = { + monthly_county_control_growth_add = 0.4 + development_growth = low_building_development_growth_tier_4 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = vihara_halls_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_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 + } + } +} + +vihara_halls_05 = { + construction_time = standard_construction_time + + can_construct = { + scope:holder = { government_has_flag = government_is_mandala } + has_building_or_higher = temple_citadel_03 + culture = { + has_innovation = innovation_windmills + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + levy = small_building_levy_tier_5 + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.25 + legitimacy_gain_mult = 0.05 + } + + character_modifier = { + monthly_piety = 0.5 + monthly_dynasty_prestige = 0.05 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + development_growth = low_building_development_growth_tier_5 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = vihara_halls_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_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 + } + } +} + +vihara_halls_06 = { + construction_time = standard_construction_time + + can_construct = { + scope:holder = { government_has_flag = government_is_mandala } + has_building_or_higher = temple_citadel_03 + culture = { + has_innovation = innovation_windmills + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + levy = small_building_levy_tier_6 + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.3 + legitimacy_gain_mult = 0.06 + } + + character_modifier = { + monthly_piety = 0.6 + monthly_dynasty_prestige = 0.06 + } + + county_modifier = { + monthly_county_control_growth_add = 0.6 + development_growth = low_building_development_growth_tier_6 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = vihara_halls_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_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 + } + } +} + +vihara_halls_07 = { + construction_time = standard_construction_time + + can_construct = { + scope:holder = { government_has_flag = government_is_mandala } + has_building_or_higher = temple_citadel_04 + culture = { + has_innovation = innovation_cranes + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + levy = small_building_levy_tier_7 + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.35 + legitimacy_gain_mult = 0.07 + } + + character_modifier = { + monthly_piety = 0.7 + monthly_dynasty_prestige = 0.07 + } + + county_modifier = { + monthly_county_control_growth_add = 0.7 + development_growth = low_building_development_growth_tier_7 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = vihara_halls_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_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 + } + } +} + +vihara_halls_08 = { + construction_time = standard_construction_time + + can_construct = { + scope:holder = { government_has_flag = government_is_mandala } + has_building_or_higher = temple_citadel_03 + culture = { + has_innovation = innovation_cranes + } + has_dlc = "All Under Heaven" + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + levy = small_building_levy_tier_8 + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.4 + legitimacy_gain_mult = 0.08 + } + + character_modifier = { + monthly_piety = 0.8 + monthly_dynasty_prestige = 0.08 + } + + county_modifier = { + monthly_county_control_growth_add = 0.8 + development_growth = low_building_development_growth_tier_8 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_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 + } + } +} diff --git a/common/holdings/00_holdings.txt b/common/holdings/00_holdings.txt new file mode 100644 index 00000000..9bc6eaf6 --- /dev/null +++ b/common/holdings/00_holdings.txt @@ -0,0 +1,271 @@ +castle_holding = { + primary_building = castle_01 + buildings = { + capital_bureau_01 + + hospices_01 + curtain_walls_01 + watchtowers_01 + outposts_01 + hill_forts_01 + ramparts_01 + farm_estates_01 + cereal_fields_01 + paddy_fields_01 + pastures_01 + peat_quarries_01 + hill_farms_01 + logging_camps_01 + plantations_01 + quarries_01 + orchards_01 + elephant_pens_01 + hunting_grounds_01 + regimental_grounds_01 + barracks_01 + military_camps_01 + camel_farms_01 + stables_01 + smiths_01 + hillside_grazing_01 + warrior_lodges_01 + horse_pastures_01 + windmills_01 + watermills_01 + caravanserai_01 + workshops_01 + wind_furnace_01 + powder_magazine_01 + common_tradeport_01 + hall_of_heroes_01 + special_sicilian_parliament_01 + special_greenhouse_01 + qanats_01 + murex_farm_01 + waterworks_01 + spice_plantation_01 + oath_warriors_building_01 + oath_faithful_building_01 + oath_poor_building_01 + monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet + } +} + +tribal_holding = { + primary_building = tribe_01 + + buildings = { + palisades_01 + war_camps_01 + longhouses_01 + market_villages_01 + + idjang_forts_01 + wantilan_01 + kora_kora_yards_01 + water_temples_01 + stilted_granaries_01 + + hillside_grazing_01 + warrior_lodges_01 + horse_pastures_01 + + common_tradeport_01 # only for trade_ports_enabled_for_tribals culture parameter + + oath_warriors_building_01 + oath_faithful_building_01 + oath_poor_building_01 + + monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet + } +} + +city_holding = { + primary_building = city_01 + buildings = { + hospices_01 + outposts_01 + farm_estates_01 + cereal_fields_01 + paddy_fields_01 + pastures_01 + peat_quarries_01 + hill_farms_01 + logging_camps_01 + plantations_01 + quarries_01 + orchards_01 + elephant_pens_01 + hunting_grounds_01 + regimental_grounds_01 + barracks_01 + military_camps_01 + camel_farms_01 + stables_01 + smiths_01 + hillside_grazing_01 + warrior_lodges_01 + horse_pastures_01 + windmills_01 + watermills_01 + caravanserai_01 + workshops_01 + wind_furnace_01 + + guild_halls_01 + + common_tradeport_01 + qanats_01 + murex_farm_01 + waterworks_01 + spice_plantation_01 + + breweries_01 + + oath_warriors_building_01 + oath_faithful_building_01 + oath_poor_building_01 + + monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet + } + + can_be_inherited = yes +} + +church_holding = { + primary_building = temple_01 + buildings = { + hospices_01 + scriptorium_01 + outposts_01 + farm_estates_01 + cereal_fields_01 + paddy_fields_01 + pastures_01 + peat_quarries_01 + hill_farms_01 + logging_camps_01 + plantations_01 + quarries_01 + orchards_01 + elephant_pens_01 + hunting_grounds_01 + regimental_grounds_01 + barracks_01 + military_camps_01 + camel_farms_01 + stables_01 + smiths_01 + hillside_grazing_01 + warrior_lodges_01 + horse_pastures_01 + windmills_01 + watermills_01 + caravanserai_01 + workshops_01 + wind_furnace_01 + + monastic_schools_01 + megalith_01 + + common_tradeport_01 + hall_of_heroes_01 + qanats_01 + waterworks_01 + + breweries_01 + + oath_warriors_building_01 + oath_faithful_building_01 + oath_poor_building_01 + } + + can_be_inherited = yes +} + +nomad_holding = { + primary_building = nomadic_camp_01 + counts_toward_domain_limit_if_disabled = no + can_be_inherited = yes + required_heir_government_types = { nomad_government } + + parameters = { + no_buildings + no_levies + county_fertility + } +} + +herder_holding = { + primary_building = herder_camp_01 + counts_toward_domain_limit_if_disabled = no + can_be_inherited = yes + required_heir_government_types = { + nomad_government + herder_government + } + + parameters = { + no_buildings + no_levies + county_fertility + } +} + +temple_citadel_holding = { + primary_building = temple_citadel_01 + buildings = { + citadel_shrine_01 + sacred_pool_01 + vihara_halls_01 + waterworks_01 + spice_plantation_01 + + capital_bureau_01 + + scriptorium_01 + monastic_schools_01 + megalith_01 + + hospices_01 + farm_estates_01 + cereal_fields_01 + paddy_fields_01 + pastures_01 + peat_quarries_01 + hill_farms_01 + logging_camps_01 + plantations_01 + quarries_01 + orchards_01 + elephant_pens_01 + regimental_grounds_01 + barracks_01 + military_camps_01 + camel_farms_01 + stables_01 + smiths_01 + hillside_grazing_01 + warrior_lodges_01 + horse_pastures_01 + windmills_01 + watermills_01 + caravanserai_01 + workshops_01 + wind_furnace_01 + powder_magazine_01 + + common_tradeport_01 + hall_of_heroes_01 + qanats_01 + + breweries_01 + + oath_warriors_building_01 + oath_faithful_building_01 + oath_poor_building_01 + monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet + } + + can_be_inherited = yes +} diff --git a/common/holdings/_holdings.info b/common/holdings/_holdings.info new file mode 100644 index 00000000..0d69f024 --- /dev/null +++ b/common/holdings/_holdings.info @@ -0,0 +1,71 @@ +== Structure == + +name_of_the_holding = { + + ### brief: primary_building ( key ) + # The primary building for this holding + # (will be built when creating a holding of this type) + # + primary_building = city_01 + + ### brief: buildings ( keys, optional ) + # First levels of all buildings buildable in the holding + # (doesn't include the primary building) + # + buildings = { + city_market_01 + common_shipyard_01 + ... + } + + ### brief: can_be_inherited ( bool, optional) + # Can a barony with this holding be inherited? + # Default: yes + # + can_be_inherited = yes/no + + ### brief: counts_toward_domain_limit_if_disabled ( bool, optional) + # Does a barony with this holding type count toward a ruler's domain + # limit if the holding is disabled? + # Default: yes + # + counts_toward_domain_limit_if_disabled = yes/no + + ### brief: required_heir_government_types ( array of database keys, optional ) + # Which government types are required to inherit a county title with + # this holding built in the capital province when succession occurs? + # If generating a character for county title of this province during succession, + # the first government type in the list will be used. + # Keys are mapped to the government types database: common/governments + # Default: none + # + required_heir_government_types = { + nomad_government + ... + } + + ### brief: parameters ( keys, optional ) + # An arbitrary list of parameter keys which can be checked with + # the has_holding_parameter trigger + # Default: none + # + parameters = { + no_buildings + ... + } +} + +== Modifiers == +The following modifiers are automatically generated for all holding types: + +* _build_speed (example: church_holding_build_speed) +* _build_gold_cost +* _build_piety_cost +* _build_prestige_cost +* _holding_build_speed +* _holding_build_gold_cost +* _holding_build_piety_cost +* _holding_build_prestige_cost +These affect building buildings within such a holding or the holdings themselves. + +These work everywhere the more generic version works. E.G., church_holding_build_speed will work everywhere build_speed does. diff --git a/common/religion/doctrines/30_core_tenets.txt b/common/religion/doctrines/30_core_tenets.txt index d5904fb9..54de54d9 100644 --- a/common/religion/doctrines/30_core_tenets.txt +++ b/common/religion/doctrines/30_core_tenets.txt @@ -1925,6 +1925,59 @@ } } + tenet_militant_monasticism = { + icon = core_tenet_armed_resistance + piety_cost = { + if = { + limit = { + OR = { + religion_tag = christianity_religion + religion_tag = dualism_religion + religion_tag = buddhism_religion + religion_tag = jainism_religion + } + } + value = faith_tenet_cost_low + } + else_if = { + limit = { + OR = { + religion_tag = zoroastrianism_religion + has_doctrine = pagan_hostility_doctrine + } + } + value = faith_tenet_cost_high + } + else = { + value = faith_tenet_cost_mid + } + + # Multiplier for keeping same tenet + if = { + limit = { has_doctrine = tenet_militant_monasticism } + multiply = faith_unchanged_doctrine_cost_mult + } + } + + can_pick = { + custom_description = { + text = incompatible_tenet_hedonistic_trigger + NOT = { doctrine:tenet_hedonistic = { is_in_list = selected_doctrines } } + } + } + + parameters = { + clergy_can_fight = yes + NEOW_can_build_citadels = yes + } + traits = { + virtues = { temperate } + sins = { gluttonous } + } + character_modifier = { + holy_order_hire_cost_mult = -0.25 + } + } tenet_pacifism = { icon = core_tenet_pacifism piety_cost = { diff --git a/common/religion/religions/NEOW_catholic.txt b/common/religion/religions/NEOW_catholic.txt index 50cf1103..ef6560b1 100644 --- a/common/religion/religions/NEOW_catholic.txt +++ b/common/religion/religions/NEOW_catholic.txt @@ -369,7 +369,7 @@ #Tenets | placeholder doctrine = tenet_catholic_communion doctrine = tenet_unrelenting_faith - doctrine = tenet_monasticism + doctrine = tenet_militant_monasticism holy_order_names = { #placeholder { name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" } diff --git a/history/provinces/e_britannia.txt b/history/provinces/e_britannia.txt index ee2eefee..f7ea0a11 100644 --- a/history/provinces/e_britannia.txt +++ b/history/provinces/e_britannia.txt @@ -1444,7 +1444,7 @@ holding = castle_holding } 34 = { - holding = church_holding + holding = temple_citadel_holding } ###c_kildare 36 = { @@ -1484,7 +1484,7 @@ holding = castle_holding } 13 = { - holding = church_holding + holding = temple_citadel_holding } 9673 = { holding = none @@ -1496,7 +1496,7 @@ holding = castle_holding } 8741 = { - holding = church_holding + holding = temple_citadel_holding } 9674 = { holding = none @@ -1562,7 +1562,7 @@ holding = castle_holding } 10 = { - holding = church_holding + holding = temple_citadel_holding } 11 = { holding = city_holding @@ -1614,7 +1614,7 @@ holding = city_holding } 22 = { - holding = church_holding + holding = temple_citadel_holding } ##d_leinster ###c_leinster @@ -1673,7 +1673,7 @@ holding = city_holding } 8750 = { - holding = church_holding + holding = temple_citadel_holding } ###c_ennis 46 = { @@ -1724,5 +1724,5 @@ holding = city_holding } 51 = { - holding = church_holding + holding = temple_citadel_holding } diff --git a/localization/english/replace/religion/doctrines/zz_NEOW_religion_core_tenets_l_english .yml b/localization/english/replace/religion/doctrines/zz_NEOW_religion_core_tenets_l_english .yml index d675f9b5..87b46031 100644 --- a/localization/english/replace/religion/doctrines/zz_NEOW_religion_core_tenets_l_english .yml +++ b/localization/english/replace/religion/doctrines/zz_NEOW_religion_core_tenets_l_english .yml @@ -47,6 +47,10 @@ tenet_wandering_bards_desc:0 "Our faith's religious narratives are shaped by the handiwork of our finest bards and poets. This storytelling tradition will allow our beliefs to persist for thousands of years." + tenet_militant_monasticism_name:0 "Militant Monasticism" + tenet_militant_monasticism_desc:0 "The pleasures of fine food and drink only serve to distract us from service to the divine. We should devote ourselves to being defenders of our faith mastering all arts spiritual and militant." + doctrine_parameter_neow_can_build_citadels:0 "[rulers|E] of this faith can Build Temple Citadels" + neow_can_build_citadels_name:0 "Can Build Temple Citadels" #Abrahamic Tenets rf_antediluvianist:0 "Antediluvianist" rf_esoteric:0 "Esoteric"