diff --git a/common/defines/00_defines.txt b/common/defines/00_defines.txt index a429576b..2d0df8d2 100644 --- a/common/defines/00_defines.txt +++ b/common/defines/00_defines.txt @@ -549,6 +549,7 @@ NGovernment = { "holy_order_government" "administrative_government" "landless_adventurer_government" + "landless_minority_government" "nomad_government" "herder_government" "celestial_government" diff --git a/common/domiciles/buildings/00_camp_buildings.txt b/common/domiciles/buildings/00_camp_buildings.txt index 2106efb1..b1831b87 100644 --- a/common/domiciles/buildings/00_camp_buildings.txt +++ b/common/domiciles/buildings/00_camp_buildings.txt @@ -466,7 +466,7 @@ camp_main_04 = { supply_tent_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } cost = { gold = supply_tent_01_domicile_building_gold_cost_value } refund = { @@ -513,7 +513,7 @@ supply_tent_01 = { } supply_tent_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_01 internal_slots = 2 @@ -563,7 +563,7 @@ supply_tent_02 = { } supply_tent_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_02 internal_slots = 3 @@ -614,7 +614,7 @@ supply_tent_03 = { } supply_tent_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_03 internal_slots = 4 @@ -666,7 +666,7 @@ supply_tent_04 = { } supply_tent_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_04 internal_slots = 5 @@ -719,7 +719,7 @@ supply_tent_05 = { } supply_tent_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_05 internal_slots = 6 @@ -775,7 +775,7 @@ supply_tent_06 = { supply_tent_sutler = { # Sutler slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_01 cost = { gold = supply_tent_sutler_domicile_building_gold_cost_value } @@ -829,7 +829,7 @@ supply_tent_sutler = { # Sutler supply_tent_mender = { # Mender slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_01 cost = { gold = supply_tent_mender_domicile_building_gold_cost_value } @@ -884,7 +884,7 @@ supply_tent_mender = { # Mender supply_tent_smithy = { # Smithy slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_01 cost = { gold = supply_tent_smithy_domicile_building_gold_cost_value } @@ -952,7 +952,7 @@ supply_tent_smithy = { # Smithy supply_tent_arsenal = { # Arsenal slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_01 cost = { gold = supply_tent_arsenal_domicile_building_gold_cost_value } @@ -1009,7 +1009,7 @@ supply_tent_arsenal = { # Arsenal supply_tent_reserve_provisions = { # Reserve Provisions slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_01 cost = { gold = supply_tent_reserve_provisions_domicile_building_gold_cost_value } @@ -1077,7 +1077,7 @@ supply_tent_reserve_provisions = { # Reserve Provisions supply_tent_reserve_water = { # Reserve Water slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_01 cost = { gold = supply_tent_reserve_water_domicile_building_gold_cost_value } @@ -1144,7 +1144,7 @@ supply_tent_reserve_water = { # Reserve Water supply_tent_climbing_gear = { # Climbing Gear slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_01 cost = { gold = supply_tent_climbing_gear_domicile_building_gold_cost_value } @@ -1208,7 +1208,7 @@ supply_tent_climbing_gear = { # Climbing Gear supply_tent_subdued_gear = { # Subdued Gear slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = supply_tent_01 cost = { gold = supply_tent_subdued_gear_domicile_building_gold_cost_value } @@ -1889,7 +1889,7 @@ barber_tent_morticians_tools = { # Mortician's Tools baggage_train_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } cost = { gold = baggage_train_01_domicile_building_gold_cost_value } refund = { @@ -1939,7 +1939,7 @@ baggage_train_01 = { } baggage_train_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 internal_slots = 2 @@ -1992,7 +1992,7 @@ baggage_train_02 = { } baggage_train_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_02 internal_slots = 3 @@ -2046,7 +2046,7 @@ baggage_train_03 = { } baggage_train_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_03 internal_slots = 4 @@ -2101,7 +2101,7 @@ baggage_train_04 = { } baggage_train_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_04 internal_slots = 5 @@ -2157,7 +2157,7 @@ baggage_train_05 = { } baggage_train_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_05 internal_slots = 6 @@ -2216,7 +2216,7 @@ baggage_train_06 = { baggage_train_ample_steeds = { # Ample Steeds slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_ample_steeds_domicile_building_gold_cost_value } @@ -2283,7 +2283,7 @@ baggage_train_ample_steeds = { # Ample Steeds baggage_train_porters = { # Porters slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_porters_domicile_building_gold_cost_value } @@ -2347,7 +2347,7 @@ baggage_train_porters = { # Porters baggage_train_trackers = { # Trackers slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_trackers_domicile_building_gold_cost_value } @@ -2410,7 +2410,7 @@ baggage_train_trackers = { # Trackers baggage_train_kennel = { # Kennel slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_kennel_domicile_building_gold_cost_value } @@ -2467,7 +2467,7 @@ baggage_train_kennel = { # Kennel baggage_train_siege_engineers = { # Siege Engineers slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_siege_engineers_domicile_building_gold_cost_value } @@ -2530,7 +2530,7 @@ baggage_train_siege_engineers = { # Siege Engineers baggage_train_shrine = { # Shrine slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_shrine_domicile_building_gold_cost_value } @@ -2598,7 +2598,7 @@ baggage_train_shrine = { # Shrine baggage_train_scribes = { # Scribes slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_scribes_domicile_building_gold_cost_value } @@ -2661,7 +2661,7 @@ baggage_train_scribes = { # Scribes baggage_train_bartering_grounds = { # Bartering Grounds slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_bartering_grounds_domicile_building_gold_cost_value } @@ -2718,7 +2718,7 @@ baggage_train_bartering_grounds = { # Bartering Grounds baggage_train_proof_of_claims = { # Proof of Claims slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_proof_of_claims_domicile_building_gold_cost_value } @@ -2844,7 +2844,7 @@ baggage_train_ransom_cages = { # Ransom Cages baggage_train_negotiators = { # Negotiators slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } previous_building = baggage_train_01 cost = { gold = baggage_train_negotiators_domicile_building_gold_cost_value } @@ -4423,7 +4423,7 @@ camp_fire_juicy_rumors = { # Juicy Rumors proving_grounds_01 = { internal_slots = 1 construction_time = @camp_building_main_slot_construction_duration_t1 - allowed_domicile_types = { camp minority_community } + allowed_domicile_types = { camp } cost = { gold = proving_grounds_01_domicile_building_gold_cost_value } refund = { @@ -4469,7 +4469,7 @@ proving_grounds_01 = { } proving_grounds_02 = { construction_time = @camp_building_main_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 internal_slots = 2 @@ -4518,7 +4518,7 @@ proving_grounds_02 = { } proving_grounds_03 = { construction_time = @camp_building_main_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_02 internal_slots = 3 @@ -4567,7 +4567,7 @@ proving_grounds_03 = { } proving_grounds_04 = { construction_time = @camp_building_main_slot_construction_duration_t4 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_03 internal_slots = 4 @@ -4619,7 +4619,7 @@ proving_grounds_04 = { } proving_grounds_05 = { construction_time = @camp_building_main_slot_construction_duration_t5 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_04 internal_slots = 5 @@ -4670,7 +4670,7 @@ proving_grounds_05 = { } proving_grounds_06 = { construction_time = @camp_building_main_slot_construction_duration_t6 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_05 internal_slots = 6 @@ -4725,7 +4725,7 @@ proving_grounds_06 = { proving_grounds_horse_run = { # Horse Run slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_horse_run_domicile_building_gold_cost_value } @@ -4790,7 +4790,7 @@ proving_grounds_horse_run = { # Horse Run proving_grounds_camel_run = { # Camel Run slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_camel_run_domicile_building_gold_cost_value } @@ -4859,7 +4859,7 @@ proving_grounds_camel_run = { # Camel Run proving_grounds_elephantry_reserve = { # Elephantry Reserve slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value } @@ -4922,7 +4922,7 @@ proving_grounds_elephantry_reserve = { # Elephantry Reserve proving_grounds_nightly_barding_drills = { # Nightly Barding Drills slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value } @@ -4987,7 +4987,7 @@ proving_grounds_nightly_barding_drills = { # Nightly Barding Drills proving_grounds_life_in_the_saddle = { # Life in the Saddle slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value } @@ -5065,7 +5065,7 @@ proving_grounds_life_in_the_saddle = { # Life in the Saddle proving_grounds_the_stump = { # The Stump slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_the_stump_domicile_building_gold_cost_value } @@ -5130,7 +5130,7 @@ proving_grounds_the_stump = { # The Stump proving_grounds_personal_bouts = { # Personal Bouts slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_personal_bouts_domicile_building_gold_cost_value } @@ -5196,7 +5196,7 @@ proving_grounds_personal_bouts = { # Personal Bouts proving_grounds_training_circle = { # Training Circle slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_training_circle_domicile_building_gold_cost_value } @@ -5262,7 +5262,7 @@ proving_grounds_training_circle = { # Training Circle proving_grounds_mock_battle_drills = { # Mock Battle Drills slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value } @@ -5327,7 +5327,7 @@ proving_grounds_mock_battle_drills = { # Mock Battle Drills proving_grounds_lockwagon = { # Lockwagon slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t2 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_lockwagon_domicile_building_gold_cost_value } @@ -5392,7 +5392,7 @@ proving_grounds_lockwagon = { # Lockwagon proving_grounds_martial_study = { # Martial Study slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_martial_study_domicile_building_gold_cost_value } @@ -5454,7 +5454,7 @@ proving_grounds_martial_study = { # Martial Study proving_grounds_the_stick_game = { # The Stick Game slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t1 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_the_stick_game_domicile_building_gold_cost_value } @@ -5514,7 +5514,7 @@ proving_grounds_the_stick_game = { # The Stick Game proving_grounds_bodyguard_drills = { # Bodyguard Drills slot_type = internal construction_time = @camp_building_internal_slot_construction_duration_t3 - allowed_domicile_types = { camp minority_community} + allowed_domicile_types = { camp} previous_building = proving_grounds_01 cost = { gold = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value } diff --git a/common/domiciles/buildings/00_estate_buildings.txt b/common/domiciles/buildings/00_estate_buildings.txt index 20b26820..5770d921 100644 --- a/common/domiciles/buildings/00_estate_buildings.txt +++ b/common/domiciles/buildings/00_estate_buildings.txt @@ -425,7 +425,7 @@ estate_main_05 = { ### Diplomacy Upgrade living_quarters_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -462,7 +462,7 @@ living_quarters_01 = { } living_quarters_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = living_quarters_01 @@ -501,12 +501,12 @@ living_quarters_02 = { } living_quarters_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = living_quarters_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -543,7 +543,7 @@ living_quarters_03 = { } living_quarters_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = living_quarters_03 @@ -588,7 +588,7 @@ living_quarters_04 = { ### Martial Upgrade trophy_room_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -620,7 +620,7 @@ trophy_room_01 = { } trophy_room_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = trophy_room_01 @@ -653,12 +653,12 @@ trophy_room_02 = { } trophy_room_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = trophy_room_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -694,7 +694,7 @@ trophy_room_03 = { } trophy_room_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = trophy_room_03 @@ -738,7 +738,7 @@ trophy_room_04 = { ### Stewardship Upgrade office_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -775,7 +775,7 @@ office_01 = { } office_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = office_01 @@ -813,12 +813,12 @@ office_02 = { } office_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = office_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -856,7 +856,7 @@ office_03 = { } office_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = office_03 @@ -902,7 +902,7 @@ office_04 = { ### Intrigue Upgrade servants_quarters_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -935,7 +935,7 @@ servants_quarters_01 = { } servants_quarters_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = servants_quarters_01 @@ -971,12 +971,12 @@ servants_quarters_02 = { } servants_quarters_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = servants_quarters_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -1012,7 +1012,7 @@ servants_quarters_03 = { } servants_quarters_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = servants_quarters_03 @@ -1057,7 +1057,7 @@ servants_quarters_04 = { ### Learning Upgrade library_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -1089,7 +1089,7 @@ library_01 = { } library_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = library_01 @@ -1127,12 +1127,12 @@ library_02 = { # Observatory sub-branch library_observatory_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = library_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -1168,7 +1168,7 @@ library_observatory_03 = { } library_observatory_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = library_observatory_03 @@ -1211,12 +1211,12 @@ library_observatory_04 = { # Education sub-branch library_education_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = library_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -1252,7 +1252,7 @@ library_education_03 = { } library_education_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = library_education_03 @@ -1297,7 +1297,7 @@ library_education_04 = { ### Bath bath_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -1334,7 +1334,7 @@ bath_01 = { } bath_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = bath_01 @@ -1372,12 +1372,12 @@ bath_02 = { } bath_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = bath_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -1414,7 +1414,7 @@ bath_03 = { } bath_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = bath_03 @@ -1458,7 +1458,7 @@ bath_04 = { ### Guest Room guest_room_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -1499,7 +1499,7 @@ guest_room_01 = { } guest_room_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = guest_room_01 @@ -1543,12 +1543,12 @@ guest_room_02 = { } guest_room_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = guest_room_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -1592,7 +1592,7 @@ guest_room_03 = { } guest_room_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = guest_room_03 @@ -1640,7 +1640,7 @@ guest_room_04 = { } guest_room_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = guest_room_04 @@ -1689,7 +1689,7 @@ guest_room_05 = { } guest_room_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = guest_room_05 @@ -1739,7 +1739,7 @@ guest_room_06 = { ### Wine Cellar wine_cellar_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -1781,7 +1781,7 @@ wine_cellar_01 = { } wine_cellar_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = wine_cellar_01 @@ -1823,7 +1823,7 @@ wine_cellar_02 = { } wine_cellar_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = wine_cellar_02 @@ -1867,7 +1867,7 @@ wine_cellar_03 = { ### Courtyard courtyard_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -1903,7 +1903,7 @@ courtyard_01 = { } courtyard_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = courtyard_01 @@ -1940,12 +1940,12 @@ courtyard_02 = { } courtyard_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = courtyard_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -1981,7 +1981,7 @@ courtyard_03 = { } courtyard_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = courtyard_03 @@ -2024,7 +2024,7 @@ courtyard_04 = { ### Prison prison_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -2069,7 +2069,7 @@ prison_01 = { } prison_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = prison_01 @@ -2118,12 +2118,12 @@ prison_02 = { } prison_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = prison_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -2172,7 +2172,7 @@ prison_03 = { } prison_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = prison_03 @@ -2228,7 +2228,7 @@ prison_04 = { ### Reception Hall reception_hall_01 = { construction_time = 1000 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -2270,7 +2270,7 @@ reception_hall_01 = { reception_hall_02 = { construction_time = 1000 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = reception_hall_01 @@ -2313,13 +2313,13 @@ reception_hall_02 = { reception_hall_03 = { construction_time = 1000 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = reception_hall_02 can_construct = { dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -2357,7 +2357,7 @@ reception_hall_03 = { reception_hall_04 = { construction_time = 1000 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = reception_hall_03 @@ -2401,7 +2401,7 @@ reception_hall_04 = { reception_hall_05 = { construction_time = 1000 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = reception_hall_04 @@ -2446,7 +2446,7 @@ reception_hall_05 = { ### Cabinet of Curiosities cabinet_of_curiosities_01 = { construction_time = 1000 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -2490,7 +2490,7 @@ cabinet_of_curiosities_01 = { cabinet_of_curiosities_02 = { construction_time = 1000 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = cabinet_of_curiosities_01 @@ -2544,7 +2544,7 @@ cabinet_of_curiosities_02 = { cabinet_of_curiosities_03 = { construction_time = 1000 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = cabinet_of_curiosities_02 @@ -2601,7 +2601,7 @@ cabinet_of_curiosities_03 = { #Grand Solar grand_solar_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = estate_main_01 @@ -2642,7 +2642,7 @@ grand_solar_01 = { grand_solar_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = grand_solar_01 @@ -2683,7 +2683,7 @@ grand_solar_02 = { grand_solar_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = grand_solar_02 @@ -2692,7 +2692,7 @@ grand_solar_03 = { text = unlocked_via_event house.house_head = { has_character_flag = ep3_construct_grand_solar } } - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -2726,7 +2726,7 @@ grand_solar_03 = { grand_solar_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } slot_type = internal previous_building = grand_solar_03 @@ -2778,7 +2778,7 @@ grand_solar_04 = { ### Temple Building temple_small_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } can_construct = { NOT = { @@ -2918,7 +2918,7 @@ temple_small_01 = { } temple_small_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_small_01 cost = { @@ -3053,11 +3053,11 @@ temple_small_02 = { } temple_small_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_small_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -3194,7 +3194,7 @@ temple_small_03 = { # Crypt sub-branch temple_crypt_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_small_03 can_construct = { @@ -3348,7 +3348,7 @@ temple_crypt_04 = { } temple_crypt_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_crypt_04 can_construct = { @@ -3502,7 +3502,7 @@ temple_crypt_05 = { } temple_crypt_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_crypt_05 can_construct = { @@ -3659,7 +3659,7 @@ temple_crypt_06 = { # Temple sub-branch temple_large_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_small_03 can_construct = { @@ -3801,7 +3801,7 @@ temple_large_04 = { } temple_large_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_large_04 can_construct = { @@ -3943,7 +3943,7 @@ temple_large_05 = { } temple_large_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_large_05 can_construct = { @@ -4089,7 +4089,7 @@ temple_large_06 = { # Monastery sub-branch temple_monastery_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_small_03 can_construct = { @@ -4234,7 +4234,7 @@ temple_monastery_04 = { } temple_monastery_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_monastery_04 can_construct = { @@ -4379,7 +4379,7 @@ temple_monastery_05 = { } temple_monastery_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = temple_monastery_05 can_construct = { @@ -4526,7 +4526,7 @@ temple_monastery_06 = { ### Barracks barracks_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -4609,7 +4609,7 @@ barracks_01 = { } barracks_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = barracks_01 cost = { @@ -4697,7 +4697,7 @@ barracks_02 = { } barracks_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = barracks_02 can_construct = { @@ -4789,7 +4789,7 @@ barracks_03 = { } barracks_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = barracks_03 can_construct = { @@ -4881,7 +4881,7 @@ barracks_04 = { } barracks_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = barracks_04 can_construct = { @@ -4973,7 +4973,7 @@ barracks_05 = { } barracks_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = barracks_05 can_construct = { @@ -5067,7 +5067,7 @@ barracks_06 = { ### Watchtower watchtower_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -5148,7 +5148,7 @@ watchtower_01 = { } watchtower_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = watchtower_01 cost = { @@ -5232,11 +5232,11 @@ watchtower_02 = { } watchtower_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = watchtower_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -5320,7 +5320,7 @@ watchtower_03 = { } watchtower_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = watchtower_03 can_construct = { @@ -5409,7 +5409,7 @@ watchtower_04 = { } watchtower_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = watchtower_04 can_construct = { @@ -5498,7 +5498,7 @@ watchtower_05 = { } watchtower_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = watchtower_05 can_construct = { @@ -5590,7 +5590,7 @@ watchtower_06 = { ### Guardhouse guardhouse_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -5671,7 +5671,7 @@ guardhouse_01 = { } guardhouse_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = guardhouse_01 cost = { @@ -5754,7 +5754,7 @@ guardhouse_02 = { } guardhouse_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = guardhouse_02 can_construct = { @@ -5843,7 +5843,7 @@ guardhouse_03 = { } guardhouse_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = guardhouse_03 can_construct = { @@ -5934,7 +5934,7 @@ guardhouse_04 = { ### Garden garden_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -6054,7 +6054,7 @@ garden_01 = { } garden_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = garden_01 cost = { @@ -6175,7 +6175,7 @@ garden_02 = { } garden_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = garden_02 cost = { @@ -6298,7 +6298,7 @@ garden_03 = { # Leisure Garden sub-branch garden_leisure_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = garden_03 can_construct = { @@ -6425,7 +6425,7 @@ garden_leisure_04 = { } garden_leisure_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = garden_leisure_04 can_construct = { @@ -6552,7 +6552,7 @@ garden_leisure_05 = { } garden_leisure_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = garden_leisure_05 can_construct = { @@ -6681,7 +6681,7 @@ garden_leisure_06 = { # Fruit Garden sub-branch garden_fruit_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = garden_03 can_construct = { @@ -6807,7 +6807,7 @@ garden_fruit_04 = { } garden_fruit_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = garden_fruit_04 can_construct = { @@ -6933,7 +6933,7 @@ garden_fruit_05 = { } garden_fruit_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = garden_fruit_05 can_construct = { @@ -7060,7 +7060,7 @@ garden_fruit_06 = { ### Stable stable_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -7142,7 +7142,7 @@ stable_01 = { } stable_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_01 cost = { @@ -7229,7 +7229,7 @@ stable_02 = { } stable_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_02 cost = { @@ -7318,7 +7318,7 @@ stable_03 = { # Grand Stable sub-branch stable_grand_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_03 can_construct = { @@ -7403,7 +7403,7 @@ stable_grand_04 = { } stable_grand_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_grand_04 can_construct = { @@ -7489,7 +7489,7 @@ stable_grand_05 = { } stable_grand_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_grand_05 can_construct = { @@ -7577,7 +7577,7 @@ stable_grand_06 = { # Kennel sub-branch stable_kennel_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_03 can_construct = { @@ -7671,7 +7671,7 @@ stable_kennel_04 = { } stable_kennel_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_kennel_04 can_construct = { @@ -7766,7 +7766,7 @@ stable_kennel_05 = { } stable_kennel_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_kennel_05 can_construct = { @@ -7864,7 +7864,7 @@ stable_kennel_06 = { # Charioteer sub-branch (Byzantine unique upgrade) stable_chariot_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_03 can_construct_potential = { @@ -7948,7 +7948,7 @@ stable_chariot_04 = { } stable_chariot_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_chariot_04 can_construct = { @@ -8033,7 +8033,7 @@ stable_chariot_05 = { } stable_chariot_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = stable_chariot_05 can_construct = { @@ -8120,7 +8120,7 @@ stable_chariot_06 = { ### Workshop workshop_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -8195,7 +8195,7 @@ workshop_01 = { } workshop_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_01 cost = { @@ -8273,7 +8273,7 @@ workshop_02 = { # Carpenter sub-branch workshop_carpenter_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_02 can_construct = { @@ -8357,7 +8357,7 @@ workshop_carpenter_03 = { } workshop_carpenter_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_carpenter_03 can_construct = { @@ -8441,7 +8441,7 @@ workshop_carpenter_04 = { } workshop_carpenter_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_carpenter_04 can_construct = { @@ -8526,7 +8526,7 @@ workshop_carpenter_05 = { } workshop_carpenter_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_carpenter_05 can_construct = { @@ -8613,7 +8613,7 @@ workshop_carpenter_06 = { # Mason sub-branch workshop_mason_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_02 can_construct = { @@ -8695,7 +8695,7 @@ workshop_mason_03 = { } workshop_mason_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_mason_03 can_construct = { @@ -8777,7 +8777,7 @@ workshop_mason_04 = { } workshop_mason_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_mason_04 can_construct = { @@ -8861,7 +8861,7 @@ workshop_mason_05 = { } workshop_mason_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_mason_05 can_construct = { @@ -8947,7 +8947,7 @@ workshop_mason_06 = { # Textile sub-branch workshop_textile_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_02 can_construct = { @@ -9031,7 +9031,7 @@ workshop_textile_03 = { } workshop_textile_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_textile_03 can_construct = { @@ -9115,7 +9115,7 @@ workshop_textile_04 = { } workshop_textile_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_textile_04 can_construct = { @@ -9199,7 +9199,7 @@ workshop_textile_05 = { } workshop_textile_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = workshop_textile_05 can_construct = { @@ -9285,7 +9285,7 @@ workshop_textile_06 = { ### Storage storage_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -9369,7 +9369,7 @@ storage_01 = { } storage_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = storage_01 cost = { @@ -9456,11 +9456,11 @@ storage_02 = { # Warehouse sub-branch storage_warehouse_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = storage_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -9540,7 +9540,7 @@ storage_warehouse_03 = { } storage_warehouse_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = storage_warehouse_03 can_construct = { @@ -9626,11 +9626,11 @@ storage_warehouse_04 = { # Granary sub-branch storage_granary_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = storage_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -9713,7 +9713,7 @@ storage_granary_03 = { } storage_granary_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = storage_granary_03 can_construct = { @@ -9806,7 +9806,7 @@ storage_granary_04 = { ### Market market_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -9894,7 +9894,7 @@ market_01 = { } market_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = market_01 cost = { @@ -9974,7 +9974,7 @@ market_02 = { } market_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = market_02 can_construct = { @@ -10059,7 +10059,7 @@ market_03 = { } market_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = market_03 can_construct = { @@ -10144,7 +10144,7 @@ market_04 = { } market_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = market_04 can_construct = { @@ -10229,7 +10229,7 @@ market_05 = { } market_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = market_05 can_construct = { @@ -10316,7 +10316,7 @@ market_06 = { ### Grazing Lands grazing_land_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -10436,7 +10436,7 @@ grazing_land_01 = { } grazing_land_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grazing_land_01 cost = { @@ -10557,7 +10557,7 @@ grazing_land_02 = { } grazing_land_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grazing_land_02 cost = { @@ -10678,7 +10678,7 @@ grazing_land_03 = { } grazing_land_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grazing_land_03 can_construct = { @@ -10790,7 +10790,7 @@ grazing_land_04 = { } grazing_land_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grazing_land_04 can_construct = { @@ -10902,7 +10902,7 @@ grazing_land_05 = { } grazing_land_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grazing_land_05 can_construct = { @@ -11016,7 +11016,7 @@ grazing_land_06 = { # Horse Archer sub-branch horse_pasture_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grazing_land_03 can_construct = { @@ -11122,7 +11122,7 @@ horse_pasture_04 = { } horse_pasture_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = horse_pasture_04 can_construct = { @@ -11228,7 +11228,7 @@ horse_pasture_05 = { } horse_pasture_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = horse_pasture_05 can_construct = { @@ -11336,7 +11336,7 @@ horse_pasture_06 = { # Camel sub-branch camel_pasture_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grazing_land_03 can_construct = { @@ -11442,7 +11442,7 @@ camel_pasture_04 = { } camel_pasture_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = camel_pasture_04 can_construct = { @@ -11548,7 +11548,7 @@ camel_pasture_05 = { } camel_pasture_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = camel_pasture_05 can_construct = { @@ -11656,7 +11656,7 @@ camel_pasture_06 = { # Elephant sub-branch elephant_pasture_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grazing_land_03 can_construct = { @@ -11738,7 +11738,7 @@ elephant_pasture_04 = { } elephant_pasture_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = elephant_pasture_04 can_construct = { @@ -11820,7 +11820,7 @@ elephant_pasture_05 = { } elephant_pasture_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = elephant_pasture_05 can_construct = { @@ -11904,7 +11904,7 @@ elephant_pasture_06 = { ### Grain Fields grain_field_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -12037,7 +12037,7 @@ grain_field_01 = { } grain_field_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grain_field_01 cost = { @@ -12160,11 +12160,11 @@ grain_field_02 = { } grain_field_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grain_field_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -12288,7 +12288,7 @@ grain_field_03 = { } grain_field_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grain_field_03 can_construct = { @@ -12416,7 +12416,7 @@ grain_field_04 = { } grain_field_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grain_field_04 can_construct = { @@ -12544,7 +12544,7 @@ grain_field_05 = { } grain_field_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = grain_field_05 can_construct = { @@ -12674,11 +12674,9 @@ grain_field_06 = { ### Rice Fields rice_field_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } - can_construct_potential = { - culture ?= { has_innovation = innovation_champa_rice } - } + cost = { gold = { @@ -12750,7 +12748,7 @@ rice_field_01 = { rice_field_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = rice_field_01 cost = { @@ -12823,11 +12821,11 @@ rice_field_02 = { rice_field_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = rice_field_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -12900,7 +12898,7 @@ rice_field_03 = { rice_field_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = rice_field_03 can_construct = { @@ -12977,7 +12975,7 @@ rice_field_04 = { rice_field_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = rice_field_04 can_construct = { @@ -13054,7 +13052,7 @@ rice_field_05 = { rice_field_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = rice_field_05 can_construct = { @@ -13132,7 +13130,7 @@ rice_field_06 = { ### Vineyard vineyard_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -13244,7 +13242,7 @@ vineyard_01 = { } vineyard_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = vineyard_01 cost = { @@ -13347,7 +13345,7 @@ vineyard_02 = { } vineyard_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = vineyard_02 can_construct = { @@ -13453,7 +13451,7 @@ vineyard_03 = { } vineyard_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = vineyard_03 can_construct = { @@ -13559,7 +13557,7 @@ vineyard_04 = { } vineyard_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = vineyard_04 can_construct = { @@ -13665,7 +13663,7 @@ vineyard_05 = { } vineyard_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = vineyard_05 can_construct = { @@ -13773,7 +13771,7 @@ vineyard_06 = { ### Tea Plantation tea_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } can_construct_potential = { culture ?= { has_innovation = innovation_champa_rice } @@ -13855,7 +13853,7 @@ tea_01 = { } tea_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = tea_01 cost = { @@ -13931,11 +13929,11 @@ tea_02 = { } tea_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = tea_02 can_construct = { - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -14010,7 +14008,7 @@ tea_03 = { } tea_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = tea_03 can_construct = { @@ -14085,7 +14083,7 @@ tea_04 = { } tea_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = tea_04 can_construct = { @@ -14160,7 +14158,7 @@ tea_05 = { } tea_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = tea_05 can_construct = { @@ -14237,7 +14235,7 @@ tea_06 = { ### Olive Plantation olive_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } cost = { gold = { @@ -14346,7 +14344,7 @@ olive_01 = { } olive_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = olive_01 cost = { @@ -14446,7 +14444,7 @@ olive_02 = { } olive_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = olive_02 can_construct = { @@ -14550,7 +14548,7 @@ olive_03 = { } olive_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = olive_03 can_construct = { @@ -14654,7 +14652,7 @@ olive_04 = { } olive_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = olive_04 can_construct = { @@ -14759,7 +14757,7 @@ olive_05 = { } olive_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = olive_05 can_construct = { @@ -14866,7 +14864,7 @@ olive_06 = { ### Silk Production - Byzantine exclusive silk_01 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } can_construct = { custom_tooltip = { @@ -14942,7 +14940,7 @@ silk_01 = { } silk_02 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = silk_01 can_construct = { @@ -15022,7 +15020,7 @@ silk_02 = { } silk_03 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = silk_02 can_construct = { @@ -15033,7 +15031,7 @@ silk_03 = { } culture = { has_cultural_parameter = unlocks_silk_buildings_parameter } } - domicile ?= { OR = { has_domicile_building_or_higher = estate_main_02 has_domicile_building_or_higher = minority_community_main_02 } } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } } cost = { @@ -15103,7 +15101,7 @@ silk_03 = { } silk_04 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = silk_03 can_construct = { @@ -15185,7 +15183,7 @@ silk_04 = { } silk_05 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = silk_04 can_construct = { @@ -15267,7 +15265,7 @@ silk_05 = { } silk_06 = { construction_time = 730 - allowed_domicile_types = { estate minority_community } + allowed_domicile_types = { minority_community } previous_building = silk_05 can_construct = { diff --git a/common/domiciles/buildings/NEOW_minority_community_buildings.txt b/common/domiciles/buildings/NEOW_minority_community_buildings.txt index f92a5d0f..7ea3cfd4 100644 --- a/common/domiciles/buildings/NEOW_minority_community_buildings.txt +++ b/common/domiciles/buildings/NEOW_minority_community_buildings.txt @@ -431,4 +431,9821 @@ minority_community_main_05 = { intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" } +} +###### + +headmans_croft_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_community_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + personal_scheme_phase_duration_add = -10 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +headmans_croft_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = headmans_croft_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + dynasty_house_opinion = 5 + personal_scheme_phase_duration_add = -10 + owned_personal_scheme_success_chance_add = 5 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +headmans_croft_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = headmans_croft_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + personal_scheme_phase_duration_add = -10 + owned_personal_scheme_success_chance_add = 5 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +headmans_croft_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = headmans_croft_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + dynasty_house_opinion = 5 + personal_scheme_phase_duration_add = -10 + owned_personal_scheme_success_chance_add = 5 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Martial Upgrade +village_training_yard_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_community_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +village_training_yard_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = village_training_yard_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + prowess = 1 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +village_training_yard_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = village_training_yard_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + advantage = 3 + prowess = 3 + martial = 1 + } + + parameters = { + village_trophy_room_victory_influence = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +village_training_yard_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = village_training_yard_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + advantage = 3 + prowess = 5 + martial = 2 + } + + parameters = { + village_trophy_room_victory_influence = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Stewardship Upgrade +contracts_office_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_community_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + camp_improved_stewardship_contract_rewards = yes + receives_more_escort_contracts = yes + camp_improved_learning_contract_rewards = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + contract_scheme_phase_duration_add = -10 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +contracts_office_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = contracts_office_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + camp_improved_stewardship_contract_rewards = yes + receives_more_escort_contracts = yes + camp_improved_learning_contract_rewards = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + contract_scheme_phase_duration_add = -10 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +contracts_office_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = contracts_office_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + camp_improved_stewardship_contract_rewards = yes + receives_more_escort_contracts = yes + camp_improved_learning_contract_rewards = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + contract_scheme_phase_duration_add = -10 + stewardship = 1 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +contracts_office_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = contracts_office_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + camp_improved_stewardship_contract_rewards = yes + receives_more_escort_contracts = yes + camp_improved_learning_contract_rewards = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + contract_scheme_phase_duration_add = -10 + stewardship = 2 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Intrigue Upgrade +local_criminal_contacts_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_community_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value + owned_scheme_secrecy_add = 20 + } + parameters = { + camp_improved_criminal_contract_rewards = yes + } + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +local_criminal_contacts_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = local_criminal_contacts_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value + owned_scheme_secrecy_add = 20 + } + parameters = { + camp_improved_criminal_contract_rewards = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +local_criminal_contacts_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = local_criminal_contacts_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value + owned_scheme_secrecy_add = 20 + owned_hostile_scheme_success_chance_add = 5 + } + parameters = { + camp_improved_criminal_contract_rewards = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +local_criminal_contacts_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = local_criminal_contacts_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value + owned_scheme_secrecy_add = 20 + owned_hostile_scheme_success_chance_add = 5 + max_hostile_schemes_add = 1 + } + parameters = { + camp_improved_criminal_contract_rewards = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Learning Upgrade +minority_comm_library_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_community_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +minority_comm_library_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_comm_library_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +# Education sub-branch +minority_comm_library_education_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_comm_library_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + estate_reduced_tutor_cost = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + learning = 1 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +minority_comm_library_education_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_comm_library_education_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_unlock_tier_5_education = yes + estate_increase_physician_aptitude = yes + estate_reduced_tutor_cost = yes + estate_increased_tutor_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + learning = 2 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Bath +communal_baths_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_community_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + } + + parameters = { + estate_increase_safe_treatment_success_1 = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +communal_baths_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = communal_baths_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + epidemic_resistance = 2 + } + + parameters = { + estate_increase_safe_treatment_success_1 = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +communal_baths_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = communal_baths_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + epidemic_resistance = 3 + } + + parameters = { + estate_increase_safe_treatment_success_1 = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +communal_baths_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = communal_baths_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + epidemic_resistance = 5 + } + + parameters = { + estate_increase_safe_treatment_success_2 = yes + } + + ai_value = { + value = 3 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Guest Room +guest_house_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_community_main_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_prestige_mult = 0.02 + courtier_and_guest_opinion = 2 + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_house_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = guest_house_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_prestige_mult = 0.02 + } + + parameters = { + increased_success_personal_schemes_1 = yes + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_house_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = guest_house_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_prestige_mult = 0.02 + courtier_and_guest_opinion = 2 + } + + parameters = { + increased_success_personal_schemes_1 = yes + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_house_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = guest_house_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_prestige_mult = 0.02 + } + + parameters = { + increased_success_personal_schemes_2 = yes + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_house_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = guest_house_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_04 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_prestige_mult = 0.02 + courtier_and_guest_opinion = 2 + } + + parameters = { + increased_success_personal_schemes_2 = yes + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_house_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = guest_house_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_05 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_prestige_mult = 0.02 + } + + parameters = { + increased_success_personal_schemes_3 = yes + } + + ai_value = { + value = 3 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Prison +village_cage_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = minority_community_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +village_cage_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = village_cage_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + parameters = { + estate_torture_grants_influence = yes + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +village_cage_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = village_cage_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + parameters = { + estate_torture_grants_influence = yes + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + hostage_renown_mult = 0.05 + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +village_cage_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + slot_type = internal + previous_building = village_cage_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + parameters = { + estate_torture_grants_influence = yes + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + hostage_renown_mult = 0.05 + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +#################### +#### BUILDINGS ##### +#################### + +### Temple Building +minority_comm_temple_small_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + can_construct = { + NOT = { + government_has_flag = government_is_celestial + } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.05 + stress_loss_mult = 0.05 + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } +} +minority_comm_temple_small_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = minority_comm_temple_small_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.1 + stress_loss_mult = 0.05 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } +} +minority_comm_temple_small_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = minority_comm_temple_small_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.1 + stress_loss_mult = 0.1 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } +} + +# Temple sub-branch +minority_comm_temple_large_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = minority_comm_temple_small_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.2 + domicile_monthly_gold_add = 0.3 + clergy_opinion = 5 + } + parameters = { + influence_gain_from_hof_support_4 = yes + reduce_state_faith_cost = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } +} +minority_comm_temple_large_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = minority_comm_temple_large_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.2 + domicile_monthly_gold_add = 0.4 + clergy_opinion = 5 + } + parameters = { + influence_gain_from_hof_support_5 = yes + reduce_state_faith_cost = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } +} +minority_comm_temple_large_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = minority_comm_temple_large_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.3 + domicile_monthly_gold_add = 0.5 + clergy_opinion = 5 + } + + parameters = { + influence_gain_from_hof_support_6 = yes + reduce_state_faith_cost = yes + more_successful_heresies = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + trigger = { + owner = { + OR = { + faith.religion = religion:eastern_orthodox_religion + faith.religion = religion:catholic_religion + faith.religion = religion:protestant_religion + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_minority_comm_temple_largel_" + } +} + + +### Barracks +militia_barracks_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.03 + skirmishers_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + reduce_success_of_raid_estate = yes + can_recruit_militia = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +militia_barracks_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = militia_barracks_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.13 + skirmishers_toughness_mult = 0.11 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + reduce_success_of_raid_estate = yes + can_recruit_militia = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +militia_barracks_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = militia_barracks_02 + + can_construct = { + estate_can_construct_militia_barracks_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.13 + skirmishers_toughness_mult = 0.11 + heavy_infantry_damage_mult = 0.12 + heavy_infantry_toughness_mult = 0.11 + pikemen_damage_mult = 0.12 + pikemen_toughness_mult = 0.11 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + reduce_success_of_raid_estate = yes + can_recruit_militia = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +militia_barracks_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = militia_barracks_03 + + can_construct = { + estate_can_construct_militia_barracks_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.23 + skirmishers_toughness_mult = 0.21 + heavy_infantry_damage_mult = 0.22 + heavy_infantry_toughness_mult = 0.21 + pikemen_damage_mult = 0.22 + pikemen_toughness_mult = 0.21 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + reduce_success_of_raid_estate = yes + can_recruit_militia = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +militia_barracks_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = militia_barracks_04 + + can_construct = { + estate_can_construct_militia_barracks_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.34 + skirmishers_toughness_mult = 0.33 + heavy_infantry_damage_mult = 0.32 + heavy_infantry_toughness_mult = 0.31 + pikemen_damage_mult = 0.32 + pikemen_toughness_mult = 0.31 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + reduce_success_of_raid_estate = yes + can_recruit_militia = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +militia_barracks_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = militia_barracks_05 + + can_construct = { + estate_can_construct_militia_barracks_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.4 + skirmishers_toughness_mult = 0.4 + heavy_infantry_damage_mult = 0.4 + heavy_infantry_toughness_mult = 0.4 + pikemen_damage_mult = 0.4 + pikemen_toughness_mult = 0.4 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + reduce_success_of_raid_estate = yes + can_recruit_militia = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} + +### Watchtower +village_watch_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + hostile_raid_time = 0.1 + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +village_watch_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_watch_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.1 + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +village_watch_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_watch_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.12 + archers_toughness_mult = 0.11 + hostile_raid_time = 0.1 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +village_watch_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_watch_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + house_head_can_ask_for_maa = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.12 + archers_toughness_mult = 0.11 + hostile_raid_time = 0.2 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +village_watch_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_watch_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_3 = yes + house_head_can_ask_for_maa = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.22 + archers_toughness_mult = 0.21 + hostile_raid_time = 0.2 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +village_watch_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_watch_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_3 = yes + estate_unlock_patrol_decision = yes + house_head_can_ask_for_maa = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.32 + archers_toughness_mult = 0.31 + hostile_raid_time = 0.3 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} + + +### Garden +communal_gardens_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + stress_loss_mult = 0.05 + domicile_monthly_gold_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_1 = yes + camp_improves_gather_provisions_decision = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_parameter = can_recruit_gardeners + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_gardens_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } +} +communal_gardens_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = communal_gardens_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + stress_loss_mult = 0.05 + domicile_monthly_gold_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_2 = yes + camp_improves_gather_provisions_decision = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_gardens_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } +} +communal_gardens_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = communal_gardens_02 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + stress_loss_mult = 0.05 + domicile_monthly_gold_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_3 = yes + camp_improves_gather_provisions_decision = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_gardens_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } +} + +# Leisure Garden sub-branch +communal_gardens_leisure_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = communal_gardens_03 + + can_construct = { + estate_can_construct_communal_gardens_leisure_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + courtier_opinion = 5 + stress_loss_mult = 0.05 + fertility = 0.05 + domicile_monthly_gold_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_3 = yes + camp_improves_gather_provisions_decision = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_communal_gardens_leisure + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_gardens_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_leisure" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_leisure" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_leisure" + } +} +communal_gardens_leisure_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = communal_gardens_leisure_04 + + can_construct = { + estate_can_construct_communal_gardens_leisure_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + courtier_opinion = 5 + stress_loss_mult = 0.1 + fertility = 0.05 + domicile_monthly_gold_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_3 = yes + camp_improves_gather_provisions_decision = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_communal_gardens_leisure + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_gardens_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_leisure" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_leisure" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_leisure" + } +} +communal_gardens_leisure_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = communal_gardens_leisure_05 + + can_construct = { + estate_can_construct_communal_gardens_leisure_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + courtier_opinion = 5 + stress_loss_mult = 0.1 + fertility = 0.05 + domicile_monthly_gold_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_3 = yes + camp_improves_gather_provisions_decision = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_communal_gardens_leisure + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_gardens_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_leisure" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_leisure" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_leisure" + } +} + +# Fruit Garden sub-branch +communal_gardens_fruit_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = communal_gardens_03 + + can_construct = { + estate_can_construct_communal_gardens_fruit_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + development_growth = 0.1 + negate_health_penalty_add = 0.05 + domicile_monthly_gold_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_3 = yes + camp_improves_gather_provisions_decision = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_communal_gardens_fruit + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_gardens_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_fruit" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_fruit" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_fruit" + } +} +communal_gardens_fruit_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = communal_gardens_fruit_04 + + can_construct = { + estate_can_construct_communal_gardens_fruit_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + development_growth = 0.1 + negate_health_penalty_add = 0.1 + domicile_monthly_gold_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_3 = yes + camp_improves_gather_provisions_decision = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_communal_gardens_fruit + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_gardens_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_fruit" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_fruit" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_fruit" + } +} +communal_gardens_fruit_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = communal_gardens_fruit_05 + + can_construct = { + estate_can_construct_communal_gardens_fruit_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + development_growth = 0.1 + negate_health_penalty_add = 0.15 + domicile_monthly_gold_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_3 = yes + camp_improves_gather_provisions_decision = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_communal_gardens_fruit + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_gardens_chinese" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_fruit" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_fruit" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_gardens_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_gardens_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_communal_gardens_fruit" + } +} + +### Stable +village_stable_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + character_modifier = { + character_travel_speed = 10 + movement_speed = 0.01 + } + + ai_value = { + value = 9 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } +} +village_stable_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_stable_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + } + + character_modifier = { + character_travel_speed = 12 + movement_speed = 0.01 + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } +} +village_stable_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_stable_02 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + } + + character_modifier = { + character_travel_speed = 14 + movement_speed = 0.01 + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } +} + +# Grand Stable sub-branch +village_stable_grand_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_stable_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + } + + character_modifier = { + character_travel_speed = 16 + character_travel_speed_mult = 0.05 + domicile_monthly_prestige_add = 0.2 + movement_speed = 0.01 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } +} +village_stable_grand_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_stable_grand_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_increase_master_of_horse_aptitude = yes + } + + character_modifier = { + character_travel_speed = 18 + character_travel_speed_mult = 0.1 + domicile_monthly_prestige_add = 0.2 + movement_speed = 0.01 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } +} +village_stable_grand_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_stable_grand_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_increase_master_of_horse_aptitude = yes + } + + character_modifier = { + character_travel_speed = 20 + character_travel_speed_mult = 0.15 + domicile_monthly_prestige_add = 0.3 + movement_speed = 0.01 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_grand" + } +} + +# Kennel sub-branch +village_stable_kennel_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_stable_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_unlock_adopt_puppy_decision = yes + kennels_more_successful_hunts_1 = yes + } + + character_modifier = { + stress_gain_mult = -0.1 + prowess = 1 + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } +} +village_stable_kennel_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_stable_kennel_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_unlock_adopt_puppy_decision = yes + estate_cheaper_hunt_cost = yes + kennels_more_successful_hunts_1 = yes + } + + character_modifier = { + stress_gain_mult = -0.1 + diplomacy = 1 + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } +} +village_stable_kennel_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_stable_kennel_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_unlock_adopt_puppy_decision = yes + estate_cheaper_hunt_cost = yes + estate_increase_master_of_hunt_aptitude = yes + kennels_more_successful_hunts_2 = yes + } + + character_modifier = { + stress_gain_mult = -0.2 + prowess = 1 + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_stable_kennel" + } +} + + +### Workshop +village_workshop_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } +} +village_workshop_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } +} + +# Carpenter sub-branch +village_workshop_carpenter_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_02 + + can_construct = { + estate_can_construct_village_workshop_carpenter_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_build_speed = -0.05 + } + + parameters = { + estate_improved_inspirations_1 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } +} +village_workshop_carpenter_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_carpenter_03 + + can_construct = { + estate_can_construct_village_workshop_carpenter_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + parameters = { + estate_improved_inspirations_1 = yes + estate_reduce_commission_artifact_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } +} +village_workshop_carpenter_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_carpenter_04 + + can_construct = { + estate_can_construct_village_workshop_carpenter_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + parameters = { + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } +} +village_workshop_carpenter_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_carpenter_05 + + can_construct = { + estate_can_construct_village_workshop_carpenter_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + parameters = { + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + estate_increase_antiquarian_aptitude = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_carpenter" + } +} + +# Mason sub-branch +village_workshop_mason_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_02 + + can_construct = { + estate_can_construct_village_workshop_mason_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } +} +village_workshop_mason_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_mason_03 + + can_construct = { + estate_can_construct_village_workshop_mason_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } +} +village_workshop_mason_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_mason_04 + + can_construct = { + estate_can_construct_village_workshop_mason_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + holding_build_gold_cost = -0.05 + holding_build_speed = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } +} +village_workshop_mason_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_mason_05 + + can_construct = { + estate_can_construct_village_workshop_mason_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + holding_build_gold_cost = -0.05 + holding_build_speed = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_mason" + } +} + +# Textile sub-branch +village_workshop_textile_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_02 + + can_construct = { + estate_can_construct_village_workshop_textile_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_1 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } +} +village_workshop_textile_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_textile_03 + + can_construct = { + estate_can_construct_village_workshop_textile_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_1 = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } +} +village_workshop_textile_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_textile_04 + + can_construct = { + estate_can_construct_village_workshop_textile_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_2 = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } +} +village_workshop_textile_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_workshop_textile_05 + + can_construct = { + estate_can_construct_village_workshop_textile_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_2 = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_village_workshop_textile" + } +} + +### Storage +village_storage_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + supply_capacity_mult = 0.1 + provisions_use_mult = -0.05 + provisions_capacity_add = 100 + } + + + ai_value = { + value = 9 + if = { + limit = { + has_domicile_building_or_higher = village_grain_fields_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } +} +village_storage_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_storage_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + supply_capacity_mult = 0.15 + provisions_use_mult = -0.1 + provisions_capacity_add = 150 + } + + + ai_value = { + value = 8 + if = { + limit = { + has_domicile_building_or_higher = village_grain_fields_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } +} + +# Warehouse sub-branch +village_storage_warehouse_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_storage_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_gold_cost = -0.05 + provisions_use_mult = -0.15 + provisions_capacity_add = 200 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } +} +village_storage_warehouse_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_storage_warehouse_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_gold_cost = -0.1 + provisions_use_mult = -0.20 + provisions_capacity_add = 250 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } +} + +# Granary sub-branch +village_storage_granary_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_storage_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + development_growth_factor = 0.05 + epidemic_resistance = 2 + county_opinion_add = 10 + provisions_use_mult = -0.2 + provisions_capacity_add = 200 + } + + ai_value = { + value = 7 + if = { + limit = { + has_domicile_building_or_higher = village_grain_fields_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } +} +village_storage_granary_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_storage_granary_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + parameters = { + estate_unlock_granary_decision = yes + } + + character_modifier = { + development_growth_factor = 0.1 + epidemic_resistance = 5 + county_opinion_add = 10 + provisions_use_mult = -0.3 + provisions_capacity_add = 300 + } + + ai_value = { + value = 6 + if = { + limit = { + has_domicile_building_or_higher = village_grain_fields_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } +} + +### Market +village_market_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + + character_modifier = { + domicile_monthly_gold_add = 0.15 + } + + ai_value = { + value = 9 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = village_grain_fields_01 + has_domicile_building_or_higher = vineyard_01 + has_domicile_building_or_higher = olive_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +village_market_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_market_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +village_market_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_market_02 + + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.35 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +village_market_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_market_03 + + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.45 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +village_market_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_market_04 + + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 1 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +village_market_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_market_05 + + can_construct = { + estate_can_construct_village_market_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 2 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/illustrations/activity_locales/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} + +### Grazing Lands +village_grazing_land_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = -0.05 + domicile_monthly_gold_add = 0.2 + } + + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + if = { + limit = { + scope:owner = { + OR = { + can_recruit_archer_cavalry_trigger = yes + culture ?= { + OR = { + has_innovation = innovation_elephantry + has_innovation = innovation_war_camels + } + } + } + } + } + add = 4 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +village_grazing_land_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_grazing_land_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.12 + light_cavalry_toughness_mult = 0.11 + light_cavalry_maintenance_mult = -0.15 + domicile_monthly_gold_add = 0.3 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner = { + OR = { + can_recruit_archer_cavalry_trigger = yes + culture ?= { + OR = { + has_innovation = innovation_elephantry + has_innovation = innovation_war_camels + } + } + } + } + } + add = 4 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +village_grazing_land_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_grazing_land_02 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.22 + light_cavalry_toughness_mult = 0.21 + light_cavalry_maintenance_mult = -0.25 + domicile_monthly_gold_add = 0.4 + } + + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner = { + OR = { + can_recruit_archer_cavalry_trigger = yes + culture ?= { + OR = { + has_innovation = innovation_elephantry + has_innovation = innovation_war_camels + } + } + } + } + } + add = 4 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +village_grazing_land_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_grazing_land_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.32 + light_cavalry_toughness_mult = 0.31 + light_cavalry_maintenance_mult = -0.35 + heavy_cavalry_damage_mult = 0.04 + heavy_cavalry_toughness_mult = 0.02 + heavy_cavalry_maintenance_mult = -0.05 + domicile_monthly_gold_add = 0.5 + } + + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_grazing_land_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.52 + light_cavalry_toughness_mult = 0.51 + light_cavalry_maintenance_mult = -0.55 + heavy_cavalry_damage_mult = 0.14 + heavy_cavalry_toughness_mult = 0.12 + heavy_cavalry_maintenance_mult = -0.15 + domicile_monthly_gold_add = 0.6 + } + + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = grazing_land_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.62 + light_cavalry_toughness_mult = 0.61 + light_cavalry_maintenance_mult = -0.65 + heavy_cavalry_damage_mult = 0.24 + heavy_cavalry_toughness_mult = 0.22 + heavy_cavalry_maintenance_mult = -0.25 + domicile_monthly_gold_add = 0.7 + } + + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} + + +### Grain Fields +village_grain_fields_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + parameters = { + camp_improves_gather_provisions_decision = yes + } + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = vineyard_01 + has_domicile_building_or_higher = olive_01 + has_domicile_building_or_higher = village_market_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +village_grain_fields_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_grain_fields_01 + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +village_grain_fields_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_grain_fields_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +village_grain_fields_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_grain_fields_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +village_grain_fields_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_grain_fields_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_04 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +village_grain_fields_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_grain_fields_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_05 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +### Rice Fields +village_rice_field_01 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +village_rice_field_02 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_rice_field_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + parameters = { + camp_improves_gather_provisions_decision = yes + } + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +village_rice_field_03 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_rice_field_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_02 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +village_rice_field_04 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_rice_field_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +village_rice_field_05 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_rice_field_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +village_rice_field_06 = { + construction_time = 730 + allowed_domicile_types = { minority_community } + previous_building = village_rice_field_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = minority_community_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + parameters = { + camp_improves_gather_provisions_decision = yes + } + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png" + soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_norse_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +community_baggage_train_01 = { + internal_slots = 1 + construction_time = @camp_building_main_slot_construction_duration_t1 + allowed_domicile_types = { minority_community } + + cost = { gold = baggage_train_01_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + skirmishers_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = community_baggage_train_main_path_value } + + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_chinese_culture_group_trigger = yes + has_graphical_japanese_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +community_baggage_train_02 = { + construction_time = @camp_building_main_slot_construction_duration_t2 + allowed_domicile_types = { minority_community } + previous_building = community_baggage_train_01 + internal_slots = 2 + + cost = { gold = baggage_train_02_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + archers_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_chinese_culture_group_trigger = yes + has_graphical_japanese_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +community_baggage_train_03 = { + construction_time = @camp_building_main_slot_construction_duration_t3 + allowed_domicile_types = { minority_community } + previous_building = community_baggage_train_02 + internal_slots = 3 + + cost = { gold = baggage_train_03_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_03_domicile_building_gold_cost_value + add = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + heavy_infantry_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_chinese_culture_group_trigger = yes + has_graphical_japanese_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +community_baggage_train_04 = { + construction_time = @camp_building_main_slot_construction_duration_t4 + allowed_domicile_types = { minority_community } + previous_building = community_baggage_train_03 + internal_slots = 4 + + cost = { gold = baggage_train_04_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_04_domicile_building_gold_cost_value + add = baggage_train_03_domicile_building_gold_cost_value + add = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + light_cavalry_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_chinese_culture_group_trigger = yes + has_graphical_japanese_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +community_baggage_train_05 = { + construction_time = @camp_building_main_slot_construction_duration_t5 + allowed_domicile_types = { minority_community } + previous_building = community_baggage_train_04 + internal_slots = 5 + + cost = { gold = baggage_train_05_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_05_domicile_building_gold_cost_value + add = baggage_train_04_domicile_building_gold_cost_value + add = baggage_train_03_domicile_building_gold_cost_value + add = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + heavy_cavalry_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_chinese_culture_group_trigger = yes + has_graphical_japanese_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +community_baggage_train_06 = { + construction_time = @camp_building_main_slot_construction_duration_t6 + allowed_domicile_types = { minority_community } + previous_building = community_baggage_train_05 + internal_slots = 6 + + cost = { gold = baggage_train_06_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_06_domicile_building_gold_cost_value + add = baggage_train_05_domicile_building_gold_cost_value + add = baggage_train_04_domicile_building_gold_cost_value + add = baggage_train_03_domicile_building_gold_cost_value + add = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + siege_weapon_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_chinese_culture_group_trigger = yes + has_graphical_japanese_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +# Upgrades +community_baggage_train_ample_steeds = { # Ample Steeds + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { minority_community } + previous_building = community_baggage_train_01 + + cost = { gold = baggage_train_ample_steeds_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_ample_steeds_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed = 10 + light_cavalry_pursuit_mult = 0.1 + heavy_cavalry_pursuit_mult = 0.1 + archer_cavalry_pursuit_mult = 0.1 + } + + parameters = { + camp_cheaper_cavalry_reinforcement = yes + } + + ai_value = { + value = camp_building_ai_base_t2 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_chinese_culture_group_trigger = yes + has_graphical_japanese_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_asian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } } \ No newline at end of file diff --git a/common/domiciles/types/NEOW_domicile_types.txt b/common/domiciles/types/NEOW_domicile_types.txt index 4dd54477..0bea98f2 100644 --- a/common/domiciles/types/NEOW_domicile_types.txt +++ b/common/domiciles/types/NEOW_domicile_types.txt @@ -1103,152 +1103,69 @@ minority_community = { } } - ### MOUNTAIN SNOW BACKGROUND domicile_asset = { trigger = { - domicile_location = { - terrain = mountains - - OR = { - has_province_modifier = winter_normal_modifier - has_province_modifier = winter_harsh_modifier - } + domicile_location.culture = { + has_graphical_east_asia_culture_group_trigger = yes } } - background = "gfx/interface/window_domiciles/camp_terrain_snow_mountains_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_snow_mountains_fg.dds" - ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands" + background = "gfx/interface/window_domiciles/estate_background_steppe_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_steppe_terrain_foreground.dds" + ambience = "event:/DLC/CE2/Ambience/2D/Domicile/ce2_amb_2d_domicile_yurt" } - ### SNOW BACKGROUND - domicile_asset = { - trigger = { - domicile_location = { - OR = { - has_province_modifier = winter_normal_modifier - has_province_modifier = winter_harsh_modifier - } - } - } - background = "gfx/interface/window_domiciles/camp_terrain_snow_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_snow_fg.dds" - ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands" - } - - - - ### JUNGLE BACKGROUND - domicile_asset = { - trigger = { - domicile_location = { - terrain = jungle - } - } - background = "gfx/interface/window_domiciles/camp_terrain_jungle_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_jungle_fg.dds" - ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_wetlands" - } - - ### DESERT BACKGROUND - domicile_asset = { - trigger = { - domicile_location = { - OR = { - terrain = desert - terrain = desert_mountains - terrain = oasis - } - } - } - background = "gfx/interface/window_domiciles/camp_terrain_dry_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_dry_fg.dds" - ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_dry_lands" - } - - ### ASIAN BACKGROUND - domicile_asset = { - trigger = { - owner.culture = { - OR = { - has_graphical_chinese_culture_group_trigger = yes - has_graphical_japanese_culture_group_trigger = yes - } - } - } - background = "gfx/interface/window_domiciles/camp_terrain_asian_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_asian_fg.dds" - ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands" - } - - ### GREEN BACKGROUND - domicile_asset = { - trigger = { - domicile_location = { - OR = { - terrain = hills - terrain = plains - terrain = forest - terrain = farmlands - terrain = terraced_hills - } - } - } - background = "gfx/interface/window_domiciles/camp_terrain_green_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_green_fg.dds" - ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands" - } - - ### ROUGH BACKGROUND - domicile_asset = { - trigger = { - domicile_location = { - OR = { - terrain = taiga - terrain = steppe - terrain = drylands - terrain = mountains - } - } - } - background = "gfx/interface/window_domiciles/camp_terrain_rough_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_rough_fg.dds" - ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands" - } - - ### WETLANDS BACKGROUND + domicile_asset = { trigger = { domicile_location = { OR = { + terrain = jungle terrain = wetlands terrain = floodplains } } } - background = "gfx/interface/window_domiciles/camp_terrain_green_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_green_fg.dds" + background = "gfx/interface/window_domiciles/estate_background_jungle_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_jungle_terrain_foreground.dds" ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_wetlands" } domicile_asset = { trigger = { - domicile_location.culture = { - has_graphical_mena_culture_group_trigger = yes + domicile_location = { + OR = { + terrain = drylands + terrain = desert + terrain = desert_mountains + terrain = oasis + terrain = steppe + } } } - background = "gfx/interface/window_domiciles/camp_terrain_dry_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_dry_fg.dds" + background = "gfx/interface/window_domiciles/estate_background_dry_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_dry_terrain_foreground.dds" ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_dry_lands" } domicile_asset = { trigger = { - domicile_location.culture = { - has_graphical_western_culture_group_trigger = yes + domicile_location = { + OR = { + terrain = tells + terrain = hills + terrain = mountains + terrain = terraced_hills + } } } - background = "gfx/interface/window_domiciles/camp_terrain_rough_bg.dds" - foreground = "gfx/interface/window_domiciles/camp_terrain_rough_fg.dds" + background = "gfx/interface/window_domiciles/estate_background_rough_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_rough_terrain_foreground.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands" + } + + domicile_asset = { + background = "gfx/interface/window_domiciles/estate_background_green_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_green_terrain_foreground.dds" ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands" } } diff --git a/common/men_at_arms_types/NEOW_maa_types.txt b/common/men_at_arms_types/NEOW_maa_types.txt index 703af22b..2e647ad8 100644 --- a/common/men_at_arms_types/NEOW_maa_types.txt +++ b/common/men_at_arms_types/NEOW_maa_types.txt @@ -389,19 +389,24 @@ NEOW_militia = { camel_cavalry = 1 } can_recruit = { - militia_raise_limit_existing_militia_units < militia_raise_limit_existing_militia_buildings OR = { - has_trait = education_martial_1 - has_trait = education_martial_2 - has_trait = education_martial_3 - has_trait = education_martial_4 - has_trait = education_martial_5 - has_trait = peasant_leader - has_trait = heresiarch - has_trait = populist_leader - has_lifestyle = martial_lifestyle - has_martial_lifestyle_trait_trigger = yes - cp:councillor_marshal = { martial = 13 } + AND = { + militia_raise_limit_existing_militia_units < militia_raise_limit_existing_militia_buildings + OR = { + has_trait = education_martial_1 + has_trait = education_martial_2 + has_trait = education_martial_3 + has_trait = education_martial_4 + has_trait = education_martial_5 + has_trait = peasant_leader + has_trait = heresiarch + has_trait = populist_leader + has_lifestyle = martial_lifestyle + has_martial_lifestyle_trait_trigger = yes + cp:councillor_marshal = { martial = 13 } + } + } + can_recruit_militia = yes } } @@ -614,10 +619,10 @@ toxic_gas_slingers = { airships = { type = airship - damage = 300 + damage = 250 toughness = 100 pursuit = 0 - screen = 300 + screen = 250 siege_value = 0.5 diff --git a/common/scripted_triggers/00_building_requirement_triggers.txt b/common/scripted_triggers/00_building_requirement_triggers.txt index 1ccb1466..d8f76362 100644 --- a/common/scripted_triggers/00_building_requirement_triggers.txt +++ b/common/scripted_triggers/00_building_requirement_triggers.txt @@ -267,17 +267,8 @@ building_paddy_fields_requirement_terrain = { text = building_paddy_fields_requirement_terrain_tt OR = { terrain = terraced_hills - AND = { - terrain = floodplains - OR = { - geographical_region = graphical_east_asia - geographical_region = custom_viet_lands - } - } - AND = { - terrain = wetlands - county.culture = { has_cultural_parameter = champa_rice_wet_land_paddies } - } + terrain = floodplains + terrain = wetlands AND = { OR = { terrain = hills @@ -289,6 +280,20 @@ building_paddy_fields_requirement_terrain = { } } +building_potato_fields_requirement_terrain = { + custom_tooltip = { + text = building_potato_fields_requirement_terrain_tt + OR = { + terrain = farmlands + terrain = hills + terrain = tells + terrain = plains + terrain = steppe + terrain = mountains + } + } +} + building_cereal_fields_requirement_terrain = { OR = { terrain = farmlands diff --git a/localization/english/replace/NEOW_Domicile_l_english.yml b/localization/english/replace/NEOW_Domicile_l_english.yml new file mode 100644 index 00000000..9323a9f4 --- /dev/null +++ b/localization/english/replace/NEOW_Domicile_l_english.yml @@ -0,0 +1,311 @@ +l_english: + + landless_minority_government: "Minority Community Leader" + landless_minority_government_with_icon: "@government_type_landless_minority! $landless_minority_government$" + landless_minority_government_adjective: "Minority Community" + landless_minority_government_realm: "Minority Community" + landless_minority_government_desc: "\n$game_concept_minority_government_desc$" + conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops" + mercenary_rule: "be hired to serve as [mercenaries|E] by [landed|E] [rulers|E]" + adult_rulers_only: "#N May only be ruled by [adults|E]#!" + game_concept_minority_government: "Minority Community Leader" + game_concept_minority_government_desc: "A $Minority Community Leader$ is an [unlanded|E] [character|E] who leads a [minority_community_i|E]$Minority Community$." + game_concept_minority_community: "Minority Community" + game_concept_minority_community_desc: "Minority Communities are ethnic, religious or linguistic groups who form a distinctive shared identity, often forming enclaves in urban or rural areas in the region they inhabit, which differ significantly from the surrounding majority population. These communities are not tied to land, able to move to elsewhere once a generation." + minority_community_main_01_domicile_building: "Minority Community" + minority_community_main_01_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" + minority_community_main_02_domicile_building: "Minority Community" + minority_community_main_02_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" + minority_community_main_03_domicile_building: "Minority Community" + minority_community_main_03_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" + minority_community_main_04_domicile_building: "Minority Community" + minority_community_main_04_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" + minority_community_main_05_domicile_building: "Minority Community" + minority_community_main_05_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" + government_is_landless_minority: "Has access to a [minority_community_i|E]$Minority Community$" + minority_community_icon_concept: "[minority_community_i|E]" + game_concept_minority_community_i: "@government_type_landless_minority!" + duchy_landless_minority_community: "Community" + duke_landless_minority_community_male_minority_community: "Master" + duke_landless_minority_community_female_minority_community: "Mistress" + spouse_landless_minority_community_male: "Master" + spouse_landless_minority_community_holder_female: "Mistress" + d_laamp_test_jewish:0 "$ashkenazi$ Community of the $dynn_britannia_kohn$'s" + d_laamp_test_jewish_adj:0 "Jewish" + d_laamp_test_jewish_article:0 "The " + minority_community_domicile_title: "[CHARACTER.GetFirstNamePossessiveNoTooltip] $game_concept_minority_community$" + minority_community_type: "$game_concept_minority_community$" + minority_community_type_tooltip: "$MINORITY_COMMUNITY$" + minority_community_domicile_type: "$game_concept_minority_community$" + minority_community_domicile_type_possessive: "Community's" + minority_community_domicile_type_tooltip: "$MINORITY_COMMUNITY$" + MINORITY_COMMUNITY: "[game_concept_minority_community|E]" + MINORITY_COMMUNITY_BUILDINGS: "[minority_community_buildings|E]" + minority_community_move_desc: "#T Move $minority_community_type$#!\nMove your [game_concept_minority_community|E] to another [barony|E] within the [realm|E].\n@alert_icon! #alert_trial You will be unable to move it again for [EmptyScope.ScriptValue('estate_move_cooldown_value')|V0] days#!\n\n#S Cost:\n#![GetCostString( DOMICILE_TYPE.GetMoveCost( Character.Self ) )]\n\n#P Click to move your $minority_community_type$#!" + MINORITY_COMMUNITY_CONCEPT: "$Minority Community$" + domicile_minority_community: "the [CHARACTER.GetCulture.GetNameNoTooltip] $Community$ of the [CHARACTER.GetHouse.GetNameNoTooltip]'s" + + ep3_laamps.1030.t: "On the Move Again" + ep3_laamps.1030.desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety.\n\nI am joined by my family and people, with varying degrees of enthusiasm for their new lives on the road.\n\n" + ep3_laamps.1030.heir: "In my stead, my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('laamp_inheritor'))] and heir, [laamp_inheritor.GetFirstName], has assumed my titles as the [laamp_inheritor.GetTitleAsNameNoTooltip] of [laamp_inheritor.GetPrimaryTitle.GetNameNoTierNoTooltip]." + ep3_laamps.1030.liege: "Any lands I ruled have been given to my erstwhile liege." + ep3_laamps.1030.new: "Any lands I ruled have been given to a local knight." + ep3_laamps.1030.a: "Well, what we are we waiting for?" + ep3_laamps.1032.opening: "On the Move Again" + ep3_laamps.1032.desc: "My people no longer feel secure in this realm, as such we are leaving. Good Day my Liege." + ep3_laamps.1032.a: "A bold move, some might call foolish." + become_landless_minority_decision: "Become Minority Community" + become_landless_minority_decision_desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety." + become_landless_minority_decision_tooltip: "Abandon your [landed|E] [realm|E] and establish an [minority_community_i|E]$Minority Community$" + become_landless_minority_decision_confirm: "On the Move Again" + become_landless_minority_decision_hof_tt: "You must not be a [head_of_faith|E]" + become_landless_minority_decision_tier_tt: "You must be a [count|E] or [duke|E]" + become_landless_minority_decision_domain_size_tt: "Your [domain|E] must be no larger than #V 3#! [counties|E]" + become_landless_minority_decision_title_scope_tt: "#negative_value All your [landed|E] [titles|E] and [vassals|E] pass to [THIS.Char.GetName]#!" + become_landless_minority_decision_title_created_tt: "#negative_value All your [landed|E] [titles|E] pass to a new local [ruler|E]#!" + minority_name: "[new_landless_minority.GetCulture.GetName] Community of the [new_landless_minority.GetDynasty.GetName]'s" + laamp_become_minority_tt: "#mixed_value #BER [THIS.Char.GetShortUIName|U] will establish an $Minority Community$" + landless_can_be_vassalised:: "Can be vassalised but not converted by landed powers and serve on their councils." + + headmans_croft_01_domicile_building: "Headman's Croft" + headmans_croft_01_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own." + headmans_croft_02_domicile_building: "Headman's Croft" + headmans_croft_02_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own." + headmans_croft_03_domicile_building: "Headman's Croft" + headmans_croft_03_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own." + headmans_croft_04_domicile_building: "Headman's Croft" + headmans_croft_04_domicile_building_desc: "The Leader of a Minority Community will typically have a residence of their own." + village_training_yard_01_domicile_building: "Village Training Yard" + village_training_yard_01_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat." + village_training_yard_02_domicile_building: "Village Training Yard" + village_training_yard_02_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat." + village_training_yard_03_domicile_building: "Village Training Yard" + village_training_yard_03_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat." + village_training_yard_04_domicile_building: "Village Training Yard" + village_training_yard_04_domicile_building_desc: "A yard set out for individual combat training so one might defend oneself in personal combat." + contracts_office_01: "Contracts Office" + contracts_office_01_desc: "An Office for Managing any contracts members of our community are hired for." + contracts_office_02: "Contracts Office" + contracts_office_02_desc: "An Office for Managing any contracts members of our community are hired for." + contracts_office_03: "Contracts Office" + contracts_office_03_desc: "An Office for Managing any contracts members of our community are hired for." + contracts_office_04: "Contracts Office" + contracts_office_04_desc: "An Office for Managing any contracts members of our community are hired for." + local_criminal_contacts_01: "Local Criminal Contracts" + local_criminal_contacts_01_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element." + local_criminal_contacts_02: "Local Criminal Contracts" + local_criminal_contacts_02_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element." + local_criminal_contacts_03: "Local Criminal Contracts" + local_criminal_contacts_03_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element." + local_criminal_contacts_04: "Local Criminal Contracts" + local_criminal_contacts_04_desc: "Sometimes the best way to stay safe in a locality is to ingraciate yourself with its criminal element." + minority_comm_library_01: "Library" + minority_comm_library_01_desc: "A small library containing what few records and books our community owns." + minority_comm_library_02: "Library" + minority_comm_library_02_desc: "A small library containing what few records and books our community owns." + minority_comm_library_education_03: "School" + minority_comm_library_education_03_desc: "A small school for teaching the members of our village basic common knowledge before they learn a trade." + minority_comm_library_education_04: "School" + minority_comm_library_education_04_desc: "A small school for teaching the members of our village basic common knowledge before they learn a trade." + communal_baths_01: "Communal Bathouse" + communal_baths_01_desc: "A communal bath so that our community may stay clean and healthy." + communal_baths_02: "Communal Bathouse" + communal_baths_02_desc: "A communal bath so that our community may stay clean and healthy." + communal_baths_03: "Communal Bathouse" + communal_baths_03_desc: "A communal bath so that our community may stay clean and healthy." + communal_baths_04: "Communal Bathouse" + communal_baths_04_desc: "A communal bath so that our community may stay clean and healthy." + guest_house_01: "Guest House" + guest_house_01_desc: "A guest house for any visitors or travellers to reside it, we treat them well." + guest_house_02: "Guest House" + guest_house_02_desc: "A guest house for any visitors or travellers to reside it, we treat them well." + guest_house_03: "Guest House" + guest_house_03_desc: "A guest house for any visitors or travellers to reside it, we treat them well." + guest_house_04: "Guest House" + guest_house_04_desc: "A guest house for any visitors or travellers to reside it, we treat them well." + guest_house_05: "Guest House" + guest_house_05_desc: "A guest house for any visitors or travellers to reside it, we treat them well." + guest_house_06: "Guest House" + guest_house_06_desc: "A guest house for any visitors or travellers to reside it, we treat them well." + village_cage_01: "Village Cage" + village_cage_01_desc: "A locked building to imprison troublemakers and prisoners." + village_cage_02: "Village Cage" + village_cage_02_desc: "A locked building to imprison troublemakers and prisoners." + village_cage_03: "Village Cage" + village_cage_03_desc: "A locked building to imprison troublemakers and prisoners." + village_cage_04: "Village Cage" + village_cage_04_desc: "A locked building to imprison troublemakers and prisoners." + minority_comm_temple_small_01: "Small Temple" + minority_comm_temple_small_01_desc: "A small temple in which we give praise to our god" + minority_comm_temple_small_02: "Small Temple" + minority_comm_temple_small_02_desc: "A small temple in which we give praise to our god" + minority_comm_temple_small_03: "Small Temple" + minority_comm_temple_small_03_desc: "A small temple in which we give praise to our god" + minority_comm_temple_large_04: "Large Temple" + minority_comm_temple_large_04_desc: "A large temple in which we give praise to our god" + minority_comm_temple_large_05: "Large Temple" + minority_comm_temple_large_05_desc: "A large temple in which we give praise to our god" + minority_comm_temple_large_06: "Large Temple" + minority_comm_temple_large_06_desc: "A large temple in which we give praise to our god" + militia_barracks_01: "Militia Barracks" + militia_barracks_01_desc: "A structure in which the local militia train and store their weapons in case of attack." + militia_barracks_02: "Militia Barracks" + militia_barracks_02_desc: "A structure in which the local militia train and store their weapons in case of attack." + militia_barracks_03: "Militia Barracks" + militia_barracks_03_desc: "A structure in which the local militia train and store their weapons in case of attack." + militia_barracks_04: "Militia Barracks" + militia_barracks_04_desc: "A structure in which the local militia train and store their weapons in case of attack." + militia_barracks_05: "Militia Barracks" + militia_barracks_05_desc: "A structure in which the local militia train and store their weapons in case of attack." + militia_barracks_06: "Militia Barracks" + militia_barracks_06_desc: "A structure in which the local militia train and store their weapons in case of attack." + village_watch_01: "Village Watch" + village_watch_01_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted." + village_watch_02: "Village Watch" + village_watch_02_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted." + village_watch_03: "Village Watch" + village_watch_03_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted." + village_watch_04: "Village Watch" + village_watch_04_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted." + village_watch_05: "Village Watch" + village_watch_05_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted." + village_watch_06: "Village Watch" + village_watch_06_desc: "The village watch ensures that bandits or raiders wont attack the village without our Militia being alerted." + communal_gardens_01: "Communal Gardens" + communal_gardens_01_desc: "Communal Gardens in which vegetables and herbs are grown for village use." + communal_gardens_02: "Communal Gardens" + communal_gardens_02_desc: "Communal Gardens in which vegetables and herbs are grown for village use." + communal_gardens_03: "Communal Gardens" + communal_gardens_03_desc: "Communal Gardens in which vegetables and herbs are grown for village use." + communal_gardens_leisure_04: "Flower Fields" + communal_gardens_leisure_04_desc: "There can be something so comforting about a field of flowers." + communal_gardens_leisure_05: "Flower Fields" + communal_gardens_leisure_05_desc: "There can be something so comforting about a field of flowers." + communal_gardens_leisure_06: "Flower Fields" + communal_gardens_leisure_06_desc: "There can be something so comforting about a field of flowers." + communal_gardens_fruit_04: "Fruit Orchard + communal_gardens_fruit_04_desc: "A few apples or pears can add a lot to a village's diet." + communal_gardens_fruit_05: "Fruit Orchard + communal_gardens_fruit_05_desc: "A few apples or pears can add a lot to a village's diet." + communal_gardens_fruit_06: "Fruit Orchard + communal_gardens_fruit_06_desc: "A few apples or pears can add a lot to a village's diet." + village_stable_01: "Village Stable" + village_stable_01_desc: "A small stable to house a few horses for distant travel or agricultural purposes." + village_stable_02: "Village Stable" + village_stable_02_desc: "A small stable to house a few horses for distant travel or agricultural purposes." + village_stable_03: "Village Stable" + village_stable_03_desc: "A small stable to house a few horses for distant travel or agricultural purposes." + village_stable_grand_04: "Large Village Stable" + village_stable_grand_04_desc: "A Large stable to house a few horses for distant travel or agricultural purposes." + village_stable_grand_05: "Large Village Stable" + village_stable_grand_05_desc: "A Large stable to house a few horses for distant travel or agricultural purposes." + village_stable_grand_06: "Large Village Stable" + village_stable_grand_06_desc: "A Large stable to house a few horses for distant travel or agricultural purposes." + village_stable_kennel_04: "Kennel" + village_stable_kennel_04_desc: "A kennel to raise hounds for assisting hunters and guarding homes." + village_stable_kennel_05: "Kennel" + village_stable_kennel_05_desc: "A kennel to raise hounds for assisting hunters and guarding homes." + village_stable_kennel_06: "Kennel" + village_stable_kennel_06_desc: "A kennel to raise hounds for assisting hunters and guarding homes." + village_workshop_01: "Village Workshop" + village_workshop_01_desc: "A workshop in which a few tradesmen ply their trades for the benefit of the village." + village_workshop_02: "Village Workshop" + village_workshop_02_desc: "A workshop in which a few tradesmen ply their trades for the benefit of the village." + village_workshop_carpenter_03: "Village Carpentry Workshop" + village_workshop_carpenter_03_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village." + village_workshop_carpenter_04: "Village Carpentry Workshop" + village_workshop_carpenter_04_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village." + village_workshop_carpenter_05: "Village Carpentry Workshop" + village_workshop_carpenter_05_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village." + village_workshop_carpenter_06: "Village Carpentry Workshop" + village_workshop_carpenter_06_desc: "A workshop in which a few carpenters ply their trade for the benefit of the village." + village_workshop_mason_03: "Village Masonry Workshop" + village_workshop_mason_03_desc: "A workshop in which a few masons ply their trade for the benefit of the village." + village_workshop_mason_04: "Village Masonry Workshop" + village_workshop_mason_04_desc: "A workshop in which a few masons ply their trade for the benefit of the village." + village_workshop_mason_05: "Village Masonry Workshop" + village_workshop_mason_05_desc: "A workshop in which a few masons ply their trade for the benefit of the village." + village_workshop_mason_06: "Village Masonry Workshop" + village_workshop_mason_06_desc: "A workshop in which a few masons ply their trade for the benefit of the village." + village_workshop_textile_03: "Village Weavers Workshop" + village_workshop_textile_03_desc: "A workshop in which a few weavers ply their trade for the benefit of the village." + village_workshop_textile_04: "Village Weavers Workshop" + village_workshop_textile_04_desc: "A workshop in which a few weavers ply their trade for the benefit of the village." + village_workshop_textile_05: "Village Weavers Workshop" + village_workshop_textile_05_desc: "A workshop in which a few weavers ply their trade for the benefit of the village." + village_workshop_textile_06: "Village Weavers Workshop" + village_workshop_textile_06_desc: "A workshop in which a few weavers ply their trade for the benefit of the village." + village_storage_01: "Village Storehouse" + village_storage_01_desc: "A small storehouse where food and goods are stored for protection from the elements" + village_storage_02: "Village Storehouse" + village_storage_02_desc: "A small storehouse where food and goods are stored for protection from the elements" + village_storage_warehouse_03: "Village Warehouse" + village_storage_warehouse_03_desc:: "A warehouse in which goods are stored for protection from the elements" + village_storage_warehouse_04: "Village Warehouse" + village_storage_warehouse_04_desc:: "A warehouse in which goods are stored for protection from the elements" + village_storage_granary_03: "Village Granary" + village_storage_granary_03_desc:: "A granary in which food is stored for protection from the elements" + village_storage_granary_04: "Village Granary" + village_storage_granary_04_desc:: "A granary in which food is stored for protection from the elements" + village_market_01: "Village Market + village_market_01_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village" + village_market_02: "Village Market + village_market_02_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village" + village_market_03: "Village Market + village_market_03_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village" + village_market_04: "Village Market + village_market_04_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village" + village_market_05: "Village Market + village_market_05_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village" + village_market_06: "Village Market + village_market_06_desc: "A market in which goods are exchanged with travelling merchants and distributed around the village" + village_grazing_land_01: "Village Pastures" + village_grazing_land_01_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community." + village_grazing_land_02: "Village Pastures" + village_grazing_land_02_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community." + village_grazing_land_03: "Village Pastures" + village_grazing_land_03_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community." + village_grazing_land_04: "Village Pastures" + village_grazing_land_04_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community." + village_grazing_land_05: "Village Pastures" + village_grazing_land_05_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community." + village_grazing_land_06: "Village Pastures" + village_grazing_land_06_desc: "The pastures where cattle and horses roam freely providing dairy and meat to the community." + village_grain_fields_01: "Spelt Fields" + village_grain_fields_01_desc: "Open fields of spelt used to produce the universal staple, bread." + village_grain_fields_02: "Spelt Fields" + village_grain_fields_02_desc: "Open fields of spelt used to produce the universal staple, bread." + village_grain_fields_03: "Spelt Fields" + village_grain_fields_03_desc: "Open fields of spelt used to produce the universal staple, bread." + village_grain_fields_04: "Spelt Fields" + village_grain_fields_04_desc: "Open fields of spelt used to produce the universal staple, bread." + village_grain_fields_05: "Spelt Fields" + village_grain_fields_05_desc: "Open fields of spelt used to produce the universal staple, bread." + village_grain_fields_06: "Spelt Fields" + village_grain_fields_06_desc: "Open fields of spelt used to produce the universal staple, bread." + village_rice_field_01: "Rice Fields" + village_rice_fields_01_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now." + village_rice_field_02: "Rice Fields" + village_rice_fields_02_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now." + village_rice_field_03: "Rice Fields" + village_rice_fields_03_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now." + village_rice_field_04: "Rice Fields" + village_rice_fields_04_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now." + village_rice_field_05: "Rice Fields" + village_rice_fields_05_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now." + village_rice_field_06: "Rice Fields" + village_rice_fields_06_desc: "Originally from the far east, rice has been a major food staple across eurasia for centuries now." + community_baggage_train_01: "Communities Baggage Train" + community_baggage_train_01_desc: "The Baggage train is upkept incase they are no longer wanted in their locality." + community_baggage_train_02: "Communities Baggage Train" + community_baggage_train_02_desc: "The Baggage train is upkept incase they are no longer wanted in their locality." + community_baggage_train_03: "Communities Baggage Train" + community_baggage_train_03_desc: "The Baggage train is upkept incase they are no longer wanted in their locality." + community_baggage_train_04: "Communities Baggage Train" + community_baggage_train_04_desc: "The Baggage train is upkept incase they are no longer wanted in their locality." + community_baggage_train_05: "Communities Baggage Train" + community_baggage_train_05_desc: "The Baggage train is upkept incase they are no longer wanted in their locality." + community_baggage_train_06: "Communities Baggage Train" + community_baggage_train_06_desc: "The Baggage train is upkept incase they are no longer wanted in their locality." + community_baggage_train_ample_steeds: "Ample Steeds" + community_baggage_train_ample_steeds_desc: "Horses are kept ready incase flight becomes necessary." \ No newline at end of file diff --git a/localization/english/replace/buildings_l_english.yml b/localization/english/replace/buildings_l_english.yml index 80f162d9..4ce705df 100644 --- a/localization/english/replace/buildings_l_english.yml +++ b/localization/english/replace/buildings_l_english.yml @@ -2745,70 +2745,3 @@ building_type_mount_baekdu_01_desc: "The lofty peak of Mount Baekdu is said to be the origin of all the mountains of the Korean peninsula, and its heights are a sacred place among the region's many faiths and peoples." building_mount_baekdu_01: "$building_type_mount_baekdu_01$" building_mount_baekdu_01_desc: "$building_type_mount_baekdu_01_desc$" - - landless_minority_government: "Minority Community Leader" - landless_minority_government_with_icon: "@government_type_landless_minority! $landless_minority_government$" - landless_minority_government_adjective: "Minority Community" - landless_minority_government_realm: "Minority Community" - landless_minority_government_desc: "\n$game_concept_minority_government_desc$" - conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops" - mercenary_rule: "be hired to serve as [mercenaries|E] by [landed|E] [rulers|E]" - adult_rulers_only: "#N May only be ruled by [adults|E]#!" - game_concept_minority_government: "Minority Community Leader" - game_concept_minority_government_desc: "A $Minority Community Leader$ is an [unlanded|E] [character|E] who leads a [minority_community_i|E]$Minority Community$." - game_concept_minority_community: "Minority Community" - game_concept_minority_community_desc: "Minority Communities are ethnic, religious or linguistic groups who form a distinctive shared identity, often forming enclaves in urban or rural areas in the region they inhabit, which differ significantly from the surrounding majority population. These communities are not tied to land, able to move to elsewhere once a generation." - minority_community_main_01_domicile_building: "Minority Community" - minority_community_main_01_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" - minority_community_main_02_domicile_building: "Minority Community" - minority_community_main_02_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" - minority_community_main_03_domicile_building: "Minority Community" - minority_community_main_03_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" - minority_community_main_04_domicile_building: "Minority Community" - minority_community_main_04_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" - minority_community_main_05_domicile_building: "Minority Community" - minority_community_main_05_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader" - government_is_landless_minority: "Has access to a [minority_community_i|E]$Minority Community$" - minority_community_icon_concept: "[minority_community_i|E]" - game_concept_minority_community_i: "@government_type_landless_minority!" - duchy_landless_minority_community: "Community" - duke_landless_minority_community_male_minority_community: "Master" - duke_landless_minority_community_female_minority_community: "Mistress" - spouse_landless_minority_community_male: "Master" - spouse_landless_minority_community_holder_female: "Mistress" - d_laamp_test_jewish:0 "$ashkenazi$ Community of the $dynn_britannia_kohn$'s" - d_laamp_test_jewish_adj:0 "Jewish" - d_laamp_test_jewish_article:0 "The " - minority_community_domicile_title: "[CHARACTER.GetFirstNamePossessiveNoTooltip] $game_concept_minority_community$" - minority_community_type: "$game_concept_minority_community$" - minority_community_type_tooltip: "$MINORITY_COMMUNITY$" - minority_community_domicile_type: "$game_concept_minority_community$" - minority_community_domicile_type_possessive: "Community's" - minority_community_domicile_type_tooltip: "$MINORITY_COMMUNITY$" - MINORITY_COMMUNITY: "[game_concept_minority_community|E]" - MINORITY_COMMUNITY_BUILDINGS: "[minority_community_buildings|E]" - minority_community_move_desc: "#T Move $minority_community_type$#!\nMove your [game_concept_minority_community|E] to another [barony|E] within the [realm|E].\n@alert_icon! #alert_trial You will be unable to move it again for [EmptyScope.ScriptValue('estate_move_cooldown_value')|V0] days#!\n\n#S Cost:\n#![GetCostString( DOMICILE_TYPE.GetMoveCost( Character.Self ) )]\n\n#P Click to move your $minority_community_type$#!" - MINORITY_COMMUNITY_CONCEPT: "$Minority Community$" - domicile_minority_community: "the [CHARACTER.GetCulture.GetNameNoTooltip] $Community$ of the [CHARACTER.GetHouse.GetNameNoTooltip]'s" - - ep3_laamps.1030.t: "On the Move Again" - ep3_laamps.1030.desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety.\n\nI am joined by my family and people, with varying degrees of enthusiasm for their new lives on the road.\n\n" - ep3_laamps.1030.heir: "In my stead, my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('laamp_inheritor'))] and heir, [laamp_inheritor.GetFirstName], has assumed my titles as the [laamp_inheritor.GetTitleAsNameNoTooltip] of [laamp_inheritor.GetPrimaryTitle.GetNameNoTierNoTooltip]." - ep3_laamps.1030.liege: "Any lands I ruled have been given to my erstwhile liege." - ep3_laamps.1030.new: "Any lands I ruled have been given to a local knight." - ep3_laamps.1030.a: "Well, what we are we waiting for?" - ep3_laamps.1032.opening: "On the Move Again" - ep3_laamps.1032.desc: "My people no longer feel secure in this realm, as such we are leaving. Good Day my Liege." - ep3_laamps.1032.a: "A bold move, some might call foolish." - become_landless_minority_decision: "Become Minority Community" - become_landless_minority_decision_desc: "My people no longer feel secure in this realm, as such we are leaving to ensure our safety." - become_landless_minority_decision_tooltip: "Abandon your [landed|E] [realm|E] and establish an [minority_community_i|E]$Minority Community$" - become_landless_minority_decision_confirm: "On the Move Again" - become_landless_minority_decision_hof_tt: "You must not be a [head_of_faith|E]" - become_landless_minority_decision_tier_tt: "You must be a [count|E] or [duke|E]" - become_landless_minority_decision_domain_size_tt: "Your [domain|E] must be no larger than #V 3#! [counties|E]" - become_landless_minority_decision_title_scope_tt: "#negative_value All your [landed|E] [titles|E] and [vassals|E] pass to [THIS.Char.GetName]#!" - become_landless_minority_decision_title_created_tt: "#negative_value All your [landed|E] [titles|E] pass to a new local [ruler|E]#!" - minority_name: "[new_landless_minority.GetCulture.GetName] Community of the [new_landless_minority.GetDynasty.GetName]'s" - laamp_become_minority_tt: "#mixed_value #BER [THIS.Char.GetShortUIName|U] will establish an $Minority Community$" - landless_can_be_vassalised:: "Can be vassalised but not converted by landed powers and serve on their councils." \ No newline at end of file