diff --git a/common/buildings/00_castle_buildings.txt b/common/buildings/00_castle_buildings.txt new file mode 100644 index 00000000..c5d61c4f --- /dev/null +++ b/common/buildings/00_castle_buildings.txt @@ -0,0 +1,1888 @@ +@holding_illustration_western = "gfx/interface/illustrations/holding_types/castle_western.dds" +@holding_illustration_mena = "gfx/interface/illustrations/holding_types/castle_mena.dds" +@holding_illustration_india = "gfx/interface/illustrations/holding_types/castle_india.dds" +@holding_illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds" +@holding_illustration_china = "gfx/interface/illustrations/holding_types/tgp_castle_china.dds" +@holding_illustration_japan = "gfx/interface/illustrations/holding_types/tgp_castle_japan.dds" +@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/castle_mediterranean.dds" +@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_castle_norse.dds" +@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_castle_iberian.dds" +@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_castle_iranian.dds" +@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_castle_byzantine.dds" +@holding_illustration_constantinople = "gfx/interface/illustrations/holding_types/ep3_castle_constantinople.dds" + +castle_01 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + ### WESTERN ### + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mesh" + "building_western_castle_01_b_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mena_mesh" + "building_western_castle_01_b_mena_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mediterranean_mesh" + "building_western_castle_01_b_mediterranean_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + names = { + "building_western_castle_01_indian_mesh" + "building_western_castle_01_b_indian_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_01_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_01_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_01_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_01_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } + graphical_regions = { graphical_mediterranean graphical_mena } + } + + #Steppe fallbacks + #For steppe + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_siberia } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_steppe } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_castle_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_east_asia } + } + + #Elsewhere + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mesh" + "building_western_castle_01_b_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_western } + graphical_cultures = { steppe_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_01_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + provinces = { 496 } + } + # SOUTHEAST ASIA # + asset = { + type = pdxmesh + name = "tgp_building_se_asia_castle_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # China + asset = { + type = pdxmesh + name = "tgp_building_chinese_castle_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Japan + asset = { + type = pdxmesh + name = "tgp_building_japanese_castle_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_japan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + + can_construct_potential = { + barony_cannot_construct_holding = no + } + + can_construct = { + culture = { + has_innovation = innovation_motte + } + japan_castle_construction_trigger = yes + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + building_requirement_nomad = no + building_requirement_nomad_holding_in_county = yes + building_requirement_herder = no + building_requirement_herder_holding_in_county = yes + } + + cost_gold = main_building_tier_1_cost + next_building = castle_02 + + levy = normal_building_levy_tier_2 + max_garrison = good_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = poor_building_tax_tier_2 + fort_level = great_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 5 + } + + character_modifier = { + men_at_arms_cap = 1 + } + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.02 + monthly_dynasty_prestige = 0.01 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + flag = castle + + type_icon = "icon_building_ramparts.dds" + + on_complete = { + county.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + # Harrying logic. + if = { + limit = { + character_is_valid_for_harrying_of_the_north_trigger = yes + is_important_or_vip_struggle_character = yes + } + global_var:harrying_of_the_north = { save_scope_as = story } + if = { + limit = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes } + ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value } + } + else_if = { + limit = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes } + ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value } + } + } + } + #Mandala Creator Aspect + creator_mandala_built_regular_holding_piety_effect = yes + + # Building Oath + hidden_effect = { + if = { + limit = { + county.holder = { + has_character_modifier = oath_of_buildings + } + } + county.holder = { save_scope_as = holder } + add_random_economic_building_effect = yes + add_random_military_building_effect = yes + add_random_fortification_building_effect = yes + } + } + } + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_theocracy + } + } + + modifier = { + add = 50 + scope:holder = { + NOT = { government_has_flag = government_is_mandala } + } + county = { + NOT = { + any_county_province = { + has_building_or_higher = castle_01 + } + } + } + } + modifier = { + factor = 5 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + } +} + +castle_02 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_02_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + name = "building_western_castle_02_mena_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_western_castle_02_mediterranean_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_western_castle_02_indian_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_02_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_02_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_02_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_02_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } + graphical_regions = { graphical_mediterranean graphical_mena } + } + + #Steppe fallbacks + #For steppe + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_steppe } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_siberia } + } + #Elsewhere + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_02_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_western } + graphical_cultures = { steppe_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_castle_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_east_asia } + } + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_02_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + provinces = { 496 } + } + # SOUTHEAST ASIA # + asset = { + type = pdxmesh + name = "tgp_building_se_asia_castle_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP China + asset = { + type = pdxmesh + name = "tgp_building_chinese_castle_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Japan + asset = { + type = pdxmesh + name = "tgp_building_japanese_castle_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_japan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_east_asia } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + culture = { + has_innovation = innovation_battlements + } + japan_castle_construction_trigger = yes + } + + cost_gold = main_building_tier_2_cost + next_building = castle_03 + + levy = normal_building_levy_tier_4 + max_garrison = good_building_max_garrison_tier_3 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 + province_modifier = { + monthly_income = poor_building_tax_tier_4 + fort_level = great_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -12 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 10 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.03 + monthly_dynasty_prestige = 0.02 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 2 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = castle + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + #Mandala Creator Aspect + creator_mandala_upgraded_regular_holding_piety_effect = yes + } + + ai_value = { + base = 9 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + add = 10 + scope:holder.culture = { has_cultural_era_or_later = culture_era_high_medieval } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + years_from_game_start >= 1 + } + modifier = { + factor = 0.1 + combined_building_level <= 10 + years_from_game_start >= 1 + } + #Needed for the initial construction setup for the AI (to avoid the AI spending their free construction setup on upgrading all holdings instead of building buildings) + modifier = { + factor = 0.3 + years_from_game_start <= 0.01 + } + } +} + +castle_03 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_03_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + } + asset = { + type = pdxmesh + name = "building_western_castle_03_mena_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_western_castle_03_mediterranean_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_western_castle_03_indian_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_03_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_03_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_03_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_03_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_03_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_03_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_03_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } #+2 + graphical_regions = { graphical_mediterranean graphical_mena } #4 + } + + #Steppe fallbacks + #For steppe + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_steppe } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_siberia } + } + + #Elsewhere + asset = { + type = pdxmesh + name = "building_western_castle_03_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_western } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_castle_03_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_east_asia } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_03_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + provinces = { 496 } + } + # SOUTHEAST ASIA # + asset = { + type = pdxmesh + name = "tgp_building_se_asia_castle_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP China + asset = { + type = pdxmesh + name = "tgp_building_chinese_castle_03_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Japan + asset = { + type = pdxmesh + name = "tgp_building_japanese_castle_03_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_japan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_east_asia } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + culture = { + has_innovation = innovation_hoardings + } + japan_castle_construction_trigger = yes + } + + cost_gold = main_building_tier_3_cost + next_building = castle_04 + + levy = normal_building_levy_tier_6 + max_garrison = good_building_max_garrison_tier_5 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_6 + province_modifier = { + monthly_income = poor_building_tax_tier_6 + fort_level = great_building_fort_level_tier_3 + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_3 + travel_danger = -14 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 15 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.04 + monthly_dynasty_prestige = 0.03 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 3 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = castle + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + scope:character = { + #Mandala Creator Aspect + creator_mandala_upgraded_regular_holding_piety_effect = yes + } + } + + ai_value = { + base = 8 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + add = 10 + scope:holder.culture = { has_cultural_era_or_later = culture_era_late_medieval } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 20 + years_from_game_start >= 1 + } + } +} + +castle_04 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_04_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + } + asset = { + type = pdxmesh + name = "building_western_castle_04_mena_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_western_castle_04_mediterranean_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_western_castle_04_indian_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_04_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_04_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_04_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_04_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_04_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_04_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_04_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } + graphical_regions = { graphical_mediterranean graphical_mena } + } + + #Steppe fallbacks + #For steppe + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_steppe } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_siberia } + } + + #Elsewhere + asset = { + type = pdxmesh + name = "building_western_castle_04_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_western } + graphical_cultures = { steppe_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_castle_04_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_east_asia } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_04_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + provinces = { 496 } + } + # SOUTHEAST ASIA # + asset = { + type = pdxmesh + name = "tgp_building_se_asia_castle_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_castle_04_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Japan + asset = { + type = pdxmesh + name = "tgp_building_japanese_castle_04_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_japan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_east_asia } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + culture = { + has_innovation = innovation_machicolations + } + japan_castle_construction_trigger = yes + } + + cost_gold = main_building_tier_4_cost + + levy = normal_building_levy_tier_8 + max_garrison = good_building_max_garrison_tier_7 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_8 + province_modifier = { + monthly_income = poor_building_tax_tier_8 + fort_level = great_building_fort_level_tier_4 + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4 + travel_danger = -16 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 20 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.05 + monthly_dynasty_prestige = 0.04 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 4 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = castle + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + scope:character = { + #Mandala Creator Aspect + creator_mandala_upgraded_regular_holding_piety_effect = yes + } + } + + ai_value = { + base = 17 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 30 + years_from_game_start >= 1 + } + } +} diff --git a/common/buildings/00_city_buildings.txt b/common/buildings/00_city_buildings.txt new file mode 100644 index 00000000..54cb0348 --- /dev/null +++ b/common/buildings/00_city_buildings.txt @@ -0,0 +1,2418 @@ +@holding_illustration_western = "gfx/interface/illustrations/holding_types/city_western.dds" +@holding_illustration_india = "gfx/interface/illustrations/holding_types/city_india.dds" +@holding_illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_tgp_city_se_asia.dds" +@holding_illustration_china = "gfx/interface/illustrations/holding_types/tgp_city_china.dds" +@holding_illustration_japan = "gfx/interface/illustrations/holding_types/tgp_city_japan.dds" +@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/city_mediterranean.dds" +@holding_illustration_mena = "gfx/interface/illustrations/holding_types/city_mena.dds" +@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_city_norse.dds" +@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_city_iberian.dds" +@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_city_iranian.dds" +@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_city_byzantine.dds" + +city_01 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + asset = { + type = pdxmesh + names = { + "western_city_01_a_mesh" + "western_city_01_b_mesh" + "western_city_01_c_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mena_a_mesh" + "western_city_01_mena_b_mesh" + "western_city_01_mena_c_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "western_city_01_indian_a_mesh" + "western_city_01_indian_b_mesh" + "western_city_01_indian_c_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mediterranean_a_mesh" + "western_city_01_mediterranean_b_mesh" + "western_city_01_mediterranean_c_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_01_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #In steppe + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_steppe } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_siberia } + } + + #Elsewhere + asset = { + type = pdxmesh + names = { + "western_city_01_a_mesh" + "western_city_01_b_mesh" + "western_city_01_c_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_western } + graphical_cultures = { steppe_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_city_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_east_asia } + } + # TGP China + asset = { + type = pdxmesh + name = "tgp_building_chinese_city_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Southeast Asia + asset = { + type = pdxmesh + name = "tgp_building_se_asia_city_01_a_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/sea_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Japan + asset = { + type = pdxmesh + name = "tgp_building_japanese_city_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_japan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/japanese_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_east_asia } + } + + can_construct_potential = { + barony_cannot_construct_holding = no + } + + can_construct = { + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + building_requirement_nomad = no + building_requirement_nomad_holding_in_county = yes + building_requirement_herder = no + building_requirement_herder_holding_in_county = yes + } + cost_gold = main_building_tier_1_cost + + levy = poor_building_levy_tier_2 + max_garrison = normal_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 + province_modifier = { + monthly_income = good_building_tax_tier_2 + travel_danger = -10 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 0.25 + tax_mult = 0.01 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 5 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + character_modifier = { + men_at_arms_cap = 1 + } + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.05 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = city + next_building = city_02 + + type_icon = "icon_building_guild_halls.dds" + + on_complete = { + county.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + } + #Mandala Creator Aspect + creator_mandala_built_regular_holding_piety_effect = yes + + # Building Oath + hidden_effect = { + if = { + limit = { + county.holder = { + has_character_modifier = oath_of_buildings + } + } + county.holder = { save_scope_as = holder } + add_random_economic_building_effect = yes + add_random_military_building_effect = yes + add_random_fortification_building_effect = yes + } + } + } + + ai_value = { + base = 0 + modifier = { + add = 100 + scope:holder = { + domain_limit_available < 1 + } + } + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_theocracy + } + } + modifier = { + add = 50 + county = { + NOT = { + any_county_province = { + has_building_or_higher = city_01 + } + } + } + } + modifier = { + factor = 5 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + } +} + +city_02 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + asset = { + type = pdxmesh + names = { + "western_city_01_a_mesh" + "western_city_01_b_mesh" + "western_city_01_c_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mena_a_mesh" + "western_city_01_mena_b_mesh" + "western_city_01_mena_c_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "western_city_01_indian_a_mesh" + "western_city_01_indian_b_mesh" + "western_city_01_indian_c_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mediterranean_a_mesh" + "western_city_01_mediterranean_b_mesh" + "western_city_01_mediterranean_c_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1} } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_01_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + ### Steppe ### + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_steppe } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_siberia } + } + + #elsewhere + asset = { + type = pdxmesh + names = { + "western_city_01_a_mesh" + "western_city_01_b_mesh" + "western_city_01_c_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_western } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_city_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_east_asia } + } + # TGP China + asset = { + type = pdxmesh + name = "tgp_building_chinese_city_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Southeast Asia + asset = { + type = pdxmesh + name = "tgp_building_se_asia_city_01_a_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/sea_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Japan + asset = { + type = pdxmesh + name = "tgp_building_japanese_city_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_japan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/japanese_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_east_asia } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + cost_gold = main_building_tier_2_cost + + levy = poor_building_levy_tier_4 + max_garrison = normal_building_max_garrison_tier_2 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = good_building_tax_tier_4 + travel_danger = -12 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 0.5 + tax_mult = 0.02 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 10 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.1 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = city + next_building = city_03 + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + #Mandala Creator Aspect + creator_mandala_upgraded_regular_holding_piety_effect = yes + } + ai_value = { + base = 6 + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + } + modifier = { + factor = 0.3 + years_from_game_start <= 0.01 + } + } +} + +city_03 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + asset = { + type = pdxmesh + names = { + "building_western_city_02_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_02_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #in steppe + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_steppe } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_siberia } + } + + #Elsewhere + asset = { + type = pdxmesh + names = { + "building_western_city_02_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_western } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_city_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_east_asia } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mediterranean } + } + # TGP Southeast Asia + asset = { + type = pdxmesh + name = "tgp_building_se_asia_city_02_a_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/sea_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_city_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Japan + asset = { + type = pdxmesh + name = "tgp_building_japanese_city_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_japan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/japanese_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_east_asia } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_cities + } + culture = { + has_innovation = innovation_manorialism + } + } + } + cost_gold = main_building_tier_3_cost + next_building = city_04 + + levy = poor_building_levy_tier_6 + max_garrison = normal_building_max_garrison_tier_3 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3 + province_modifier = { + monthly_income = good_building_tax_tier_6 + travel_danger = -14 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 0.75 + tax_mult = 0.03 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 15 + } + + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.15 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = city + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + #Mandala Creator Aspect + creator_mandala_upgraded_regular_holding_piety_effect = yes + } + ai_value = { + base = 5 + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +city_04 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + asset = { + type = pdxmesh + names = { + "building_western_city_02_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx arabic_group_building_gfx berber_group_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_02_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx caucasian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #In steppe + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_steppe } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_siberia } + } + + #Elsewhere + asset = { + type = pdxmesh + names = { + "building_western_city_02_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_western } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_city_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_east_asia } + } + # TGP Southeast Asia + asset = { + type = pdxmesh + name = "tgp_building_se_asia_city_02_a_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/sea_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + asset = { + type = pdxmesh + name = "tgp_building_chinese_city_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_china + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_east_asia graphical_india } + } + # TGP Japan + asset = { + type = pdxmesh + name = "tgp_building_japanese_city_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @holding_illustration_japan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/japanese_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_east_asia } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_cities + } + culture = { + has_innovation = innovation_windmills + } + } + } + cost_gold = main_building_tier_4_cost + + levy = poor_building_levy_tier_8 + max_garrison = normal_building_max_garrison_tier_7 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 + province_modifier = { + monthly_income = good_building_tax_tier_8 + travel_danger = -16 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 1 + tax_mult = 0.04 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 20 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.2 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = city + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + #Mandala Creator Aspect + creator_mandala_upgraded_regular_holding_piety_effect = yes + } + ai_value = { + base = 4 + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + + +#### +# +# City Buildings +# +#### + +### Guild Halls + +guild_halls_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = city_01 + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.05 + } + + on_complete = { + #Mandala Creator Aspect + creator_mandala_built_regular_building_piety_effect = yes + } + + next_building = guild_halls_02 + + type_icon = "icon_building_guild_halls.dds" + + ai_value = { + base = 500 + ai_tier_1_building_modifier = yes + modifier = { + add = 500 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = city_01 + culture = { + trigger_if = { + limit = { + NOT = { has_cultural_parameter = next_level_guild_halls } + } + has_innovation = innovation_crop_rotation + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.1 + } + + on_complete = { + #Mandala Creator Aspect + creator_mandala_built_regular_building_piety_effect = yes + } + + next_building = guild_halls_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +guild_halls_03 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = city_02 + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.15 + } + + on_complete = { + #Mandala Creator Aspect + creator_mandala_built_regular_building_piety_effect = yes + } + + next_building = guild_halls_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +guild_halls_04 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = city_02 + + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.2 + } + + on_complete = { + #Mandala Creator Aspect + creator_mandala_built_regular_building_piety_effect = yes + } + + next_building = guild_halls_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +guild_halls_05 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_guilds + } + has_building_or_higher = city_03 + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + } + county_modifier = { + development_growth_factor = 0.25 + } + + on_complete = { + #Mandala Creator Aspect + creator_mandala_built_regular_building_piety_effect = yes + } + + next_building = guild_halls_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +guild_halls_06 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_guilds + } + has_building_or_higher = city_03 + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + } + county_modifier = { + development_growth_factor = 0.3 + } + + on_complete = { + #Mandala Creator Aspect + creator_mandala_built_regular_building_piety_effect = yes + } + + next_building = guild_halls_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +guild_halls_07 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = city_04 + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + } + county_modifier = { + development_growth_factor = 0.35 + } + + on_complete = { + #Mandala Creator Aspect + creator_mandala_built_regular_building_piety_effect = yes + } + + next_building = guild_halls_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +guild_halls_08 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = city_04 + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + } + county_modifier = { + development_growth_factor = 0.4 + } + + on_complete = { + #Mandala Creator Aspect + creator_mandala_built_regular_building_piety_effect = yes + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} diff --git a/common/buildings/00_nomad_buildings.txt b/common/buildings/00_nomad_buildings.txt new file mode 100644 index 00000000..dea6c6fe --- /dev/null +++ b/common/buildings/00_nomad_buildings.txt @@ -0,0 +1,221 @@ +### Nomad Camp (Base Building) +@holding_illustration_nomad = "gfx/interface/illustrations/holding_types/mpo_nomad_holding.dds" +@holding_illustration_herder = "gfx/interface/illustrations/holding_types/mpo_herder_camp.dds" +nomadic_camp_01 = { + construction_time = standard_construction_time + + asset = { + type = pdxmesh + name = "mpo_mongol_01_mesh" + domicile_building = yurt_main_01 + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_nomad + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mongolian_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "mpo_mongol_02_mesh" + domicile_building = yurt_main_02 + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_nomad + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mongolian_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "mpo_mongol_03_mesh" + domicile_building = yurt_main_03 + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_nomad + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mongolian_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "mpo_mongol_04_mesh" + domicile_building = yurt_main_04 + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_nomad + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mongolian_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "mpo_mongol_05_mesh" + domicile_building = yurt_main_05 + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_nomad + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mongolian_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "mpo_mongol_05_mesh" + domicile_building = yurt_main_06 + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_nomad + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mongolian_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "mpo_mongol_01_mesh" + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_nomad + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mongolian_city" soundparameter = { "Tier" = 0 } } + } + + is_enabled = { + scope:holder = { government_allows = uses_county_fertility } + } + + can_construct_potential = { + scope:holder = { government_allows = uses_county_fertility } + } + + can_construct_showing_failures_only = { + scope:holder = { government_allows = uses_county_fertility } + } + + cost_prestige = 1 + + province_modifier = { + county_fertility_growth_add = 1 + stationed_maa_damage_mult = 0.05 + } + + county_modifier = { + epidemic_resistance = 25 + hostile_raid_time = 1 + } + + character_modifier = { + county_fertility_growth_mult = 0.5 + } + + province_terrain_modifier = { + parameter = forest_nomadic_cultrad_stationing_bonus + terrain = forest + stationed_maa_damage_mult = nomadic_cultural_maa_bonus_medium_value + stationed_maa_toughness_mult = nomadic_cultural_maa_bonus_medium_value + } + + province_terrain_modifier = { + parameter = forest_nomadic_cultrad_stationing_bonus + terrain = taiga + stationed_maa_damage_mult = nomadic_cultural_maa_bonus_medium_value + stationed_maa_toughness_mult = nomadic_cultural_maa_bonus_medium_value + } + + province_terrain_modifier = { + parameter = hills_nomadic_cultrad_stationing_bonus + terrain = hills + stationed_maa_damage_mult = nomadic_cultural_maa_bonus_medium_value + stationed_maa_toughness_mult = nomadic_cultural_maa_bonus_medium_value + } + + province_terrain_modifier = { + parameter = mountains_nomadic_cultrad_stationing_bonus + terrain = mountains + stationed_maa_damage_mult = nomadic_cultural_maa_bonus_medium_value + stationed_maa_toughness_mult = nomadic_cultural_maa_bonus_medium_value + } + + province_terrain_modifier = { + parameter = mountains_nomadic_cultrad_stationing_bonus + terrain = desert_mountains + stationed_maa_damage_mult = nomadic_cultural_maa_bonus_medium_value + stationed_maa_toughness_mult = nomadic_cultural_maa_bonus_medium_value + } + + province_terrain_modifier = { + parameter = desert_nomadic_cultrad_stationing_bonus + terrain = desert + stationed_maa_damage_mult = nomadic_cultural_maa_bonus_medium_value + stationed_maa_toughness_mult = nomadic_cultural_maa_bonus_medium_value + } + + province_terrain_modifier = { + parameter = desert_nomadic_cultrad_stationing_bonus + terrain = drylands + stationed_maa_damage_mult = nomadic_cultural_maa_bonus_medium_value + stationed_maa_toughness_mult = nomadic_cultural_maa_bonus_medium_value + } + + province_culture_modifier = { + parameter = skirmisher_nomadic_cultrad_stationing_bonus + stationed_skirmishers_damage_mult = nomadic_cultural_maa_bonus_high_value + stationed_skirmishers_damage_mult = nomadic_cultural_maa_bonus_high_value + stationed_archers_damage_mult = nomadic_cultural_maa_bonus_high_value + stationed_archers_toughness_mult = nomadic_cultural_maa_bonus_high_value + } + + province_culture_modifier = { + parameter = formation_nomadic_cultrad_stationing_bonus + stationed_maa_damage_mult = nomadic_cultural_maa_bonus_low_value + stationed_maa_toughness_mult = nomadic_cultural_maa_bonus_low_value + } + + province_culture_modifier = { + parameter = stand_fight_nomadic_cultrad_stationing_bonus + stationed_maa_toughness_mult = nomadic_cultural_maa_bonus_medium_value + } + + province_culture_modifier = { + parameter = hit_run_nomadic_cultrad_stationing_bonus + stationed_maa_damage_mult = nomadic_cultural_maa_bonus_high_value + } + + type_icon = "icon_building_nomadic_settlement.dds" + + ai_value = { + base = 100 + } +} + +### Herder Camp (Base Building) +herder_camp_01 = { + construction_time = standard_construction_time + + asset = { + type = pdxmesh + name = "mpo_herder_camp_mesh" + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_herder + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mongolian_city" soundparameter = { "Tier" = 0 } } + } + + is_enabled = { + scope:holder = { government_allows = replenishes_county_fertility } + } + + can_construct_potential = { + scope:holder = { government_allows = replenishes_county_fertility } + } + + can_construct_showing_failures_only = { + scope:holder = { government_allows = replenishes_county_fertility } + } + + cost_prestige = 1 + + province_modifier = { + tax_mult = -0.8 + } + + county_modifier = { + travel_danger = -8 + epidemic_resistance = 25 + } + + county_culture_modifier = { + parameter = ethos_communal_herders_bonus + county_fertility_growth_add = 0.35 + } + + county_culture_modifier = { + parameter = better_herders_pasturalists + county_fertility_growth_add = 0.35 + } + + type_icon = "icon_building_nomadic_settlement.dds" + + ai_value = { + base = 100 + } +} diff --git a/common/buildings/00_temple_buildings.txt b/common/buildings/00_temple_buildings.txt new file mode 100644 index 00000000..1ef7db8c --- /dev/null +++ b/common/buildings/00_temple_buildings.txt @@ -0,0 +1,5353 @@ +@illustration_christian = "gfx/interface/illustrations/holding_types/temple_christian.dds" +@illustration_generic_grass = "gfx/interface/illustrations/holding_types/temple_generic_grass.dds" +@illustration_generic_arid = "gfx/interface/illustrations/holding_types/temple_generic_arid.dds" +@illustration_india = "gfx/interface/illustrations/holding_types/temple_india.dds" +@illustration_islamic = "gfx/interface/illustrations/holding_types/temple_islamic.dds" +@illustration_orthodox = "gfx/interface/illustrations/holding_types/temple_orthodox.dds" +@illustration_northern_pagan = "gfx/interface/illustrations/holding_types/temple_northern_pagan.dds" +@illustration_iberian_christian = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_christian.dds" +@illustration_iberian_islamic = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_islamic.dds" +@illustration_iranian_zoroastrian = "gfx/interface/illustrations/holding_types/fp3_temple_iranian_zoroastrian.dds" +@illustration_tengri = "gfx/interface/illustrations/holding_types/mpo_temple_steppe.dds" +@illustration_chinese = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds" +@illustration_shinto = "gfx/interface/illustrations/holding_types/tgp_shinto_temple.dds" +@illustration_southeast_asian_pagan = "gfx/interface/illustrations/holding_types/tgp_temple_pagan_se_asia.dds" + +temple_01 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + #Generic Base: + #Note Generic Base is only used for cultures that lack culturally unique temples for at least one faith - if they do then they must have an entry for graphical_faiths for all other religions. + asset = { + type = pdxmesh + name = "building_western_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mena" } + } + + ### Orthodox ### + + #Unique: + ### Caucasian Orthodox + asset = { + type = pdxmesh + name = "cp6_building_caucasian_temple_orthodox_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + + ### Slavic Orthodox + asset = { + type = pdxmesh + name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + + #Base: + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Catholic ### + #Unique: + ### Western Catholic + asset = { + type = pdxmesh + name = "building_western_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { western_building_gfx } #+2 + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + + ### Italian Catholic + asset = { + type = pdxmesh + name = "cp6_building_italian_temple_christian_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } #+1 + graphical_cultures = { mediterranean_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } #+1 + graphical_cultures = { iberian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + + #Base: + asset = { + type = pdxmesh + name = "building_western_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Zoroastrian ### + #Iranian + asset = { + type = entity + name = "fp3_building_persian_temple_01_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "zoroastrian_gfx" } #+1 + graphical_cultures = { iranian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + #Base: + asset = { + type = entity + name = "fp3_building_persian_temple_01_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "zoroastrian_gfx" } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian + tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + + ### Islamic ### + #Unique: + ### FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } #+1 + graphical_cultures = { iberian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + + ### Southeast Asian Mosques + asset = { + type = pdxmesh + name = "cp6_building_se_asia_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + + ### Persian Mosques + asset = { + type = pdxmesh + name = "cp6_building_persian_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } #+1 + graphical_cultures = { iranian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + + ### African Mosques + asset = { + type = pdxmesh + name = "cp6_building_african_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { african_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + + ### Turkish Mosques + asset = { + type = pdxmesh + name = "cp6_building_turkish_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { steppe_building_gfx byzantine_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + + ### Indian Mosques + asset = { + type = pdxmesh + name = "cp6_building_indian_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + #General: + asset = { + type = pdxmesh + name = "building_western_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx + iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Tengri ### + asset = { + type = entity + name = "mpo_mongol_temple_01_entity" + illustration = @illustration_tengri + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "tengrism_gfx" } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + + asset = { #Also fallback for pagans in the steppe + type = entity + name = "mpo_mongol_temple_01_entity" + illustration = @illustration_tengri + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1 + graphical_cultures = { steppe_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + + ### Shinto ### + #Uniquely Japanese: + asset = { + type = pdxmesh + name = "tgp_building_japanese_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_shinto + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { shinto_gfx } #+1 + graphical_cultures = { japanese_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + #Generic: + asset = { #Same used everywhere that shinto exists + type = pdxmesh + name = "tgp_building_japanese_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_shinto + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { shinto_gfx } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + + ### Non-European pagan + asset = { + type = pdxmesh + name = "tgp_building_se_asia_pagan_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_southeast_asian_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + pagan_gfx + } + graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia graphical_siberia } #+4 + } + + #Generic Pagan: + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "pagan_gfx" } #+1 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + pagan_gfx + } #+1 + graphical_cultures = { + western_building_gfx byzantine_building_gfx + #DLC Fallback: + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx + iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx + } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + + + ### Sinitic ### + #Unique: + asset = { + type = pdxmesh + name = "tgp_building_chinese_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { sinitic_gfx } #+1 + graphical_cultures = { chinese_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + #Base: + asset = { + type = pdxmesh + name = "tgp_building_chinese_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { sinitic_gfx } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + + ### Dharmic ### + #Unique: + #Indian Graphical Culture: + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + + #Southeast Asian Graphical Culture: + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + #Tibetan Graphical Culture + asset = { + type = pdxmesh + name = "cp6_building_tibetan_temple_dharmic_01_mesh" + illustration = @illustration_india + requires_dlc_flag = holy_buildings + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } # +1 + graphical_cultures = { tibetan_building_gfx } # +2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } # +4 + } + #Chinese Graphical Culture + asset = { + type = pdxmesh + name = "tgp_building_chinese_pagoda_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { dharmic_gfx } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + #Japanese Graphical Culture + asset = { + type = pdxmesh + name = "tgp_building_japanese_pagoda_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { dharmic_gfx } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } + } + #General: + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + + + can_construct_potential = { + barony_cannot_construct_holding = no + scope:holder = { + NOT = { government_has_flag = government_is_mandala } + } + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + } + } + } + scope:holder.culture = { + has_innovation = innovation_city_planning + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + } + } + } + + can_construct_showing_failures_only = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + } + } + } + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + } + } + scope:holder = { NOT = { has_character_modifier = tgp_rebuilder_modifier } } + building_requirement_nomad = no + building_requirement_nomad_holding_in_county = yes + building_requirement_herder = no + building_requirement_herder_holding_in_county = yes + } + cost_gold = main_building_tier_1_cost + next_building = temple_02 + + levy = poor_building_levy_tier_1 + max_garrison = normal_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 + province_modifier = { + monthly_income = normal_building_tax_tier_3 + stationed_maa_damage_mult = low_maa_damage_tier_1 + stationed_maa_toughness_mult = low_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_1 + travel_danger = -10 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.01 + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = temple + + type_icon = "icon_building_monastic_schools.dds" + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = major_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = extra_piety_from_temple_construction + } + } + county.holder = { add_piety = omega_piety_gain } + } + else = { + county.holder ?= { add_piety = massive_piety_gain } + } + save_scope_as = temple_location + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 5 + desc = fervor_gain_built_temple_holding + } + } + } + else = { + county.holder.faith = { + change_fervor = { + value = 1 + desc = fervor_gain_built_temple_holding + } + } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = prestige_from_temple_construction + } + } + county.holder = { add_prestige = massive_prestige_gain } + } + + #Holy Legend Seed drop + if = { + limit = { + county.holder = { has_dlc_feature = legends } + county.holder = { + NOR = { + has_game_rule = historical_legends_only + has_personal_legend_seed = holy + } + } + } + random = { + chance = { + value = 10 + if = { + limit = { county.holder.piety_level >= high_piety_level } + add = 15 #25% + } + if = { + limit = { county.holder.piety_level >= max_piety_level } + add = 25 #50% + } + } + county.holder = { + send_interface_toast = { + type = msg_legend_seed_created + title = holy_seed_toast + left_icon = root.barony + create_legend_seed = { + type = holy + quality = famed + chronicle = saintly_building + properties = { + location = prev + religion = this.religion + faith = this.faith + } + } + } + } + } + } + + #to give follow-up to the vassal.1001 event + hidden_effect = { + if = { + limit = { + exists = province_owner + } + province_owner = { + save_scope_as = owner_of_province + + scope:owner_of_province = { + if = { #Religious liege asked me to build a temple + limit = { + exists = var:promised_to_build_temple + var:promised_to_build_temple = { + is_alive = yes + faith = scope:owner_of_province.faith + } + has_character_flag = promised_liege_temple + } + trigger_event = vassal.1010 + } + if = { #Religious vassal asked me to build a temple + limit = { + exists = var:promised_to_build_temple + var:promised_to_build_temple = { + is_alive = yes + faith = scope:owner_of_province.faith + } + has_character_flag = promised_vassal_temple + } + trigger_event = vassal.1110 + } + + #To remove the variables if the character has died or someone has changed their faith + if = { + limit = { + exists = var:promised_to_build_temple + OR = { + var:promised_to_build_temple = { is_alive = no } + faith != scope:owner_of_province.faith + } + } + remove_variable = promised_to_build_temple + } + } + } + } + } + county.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + vassal_stance = zealot + add_opinion = { + target = prev + modifier = zealot_approves_temple_construction_opinion + } + } + } + } + } + + # Building Oath + hidden_effect = { + if = { + limit = { + county.holder = { + has_character_modifier = oath_of_buildings + } + } + county.holder = { save_scope_as = holder } + add_random_economic_building_effect = yes + add_random_military_building_effect = yes + add_random_fortification_building_effect = yes + } + } + } + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + NOT = { government_has_flag = government_is_theocracy } + } + } + modifier = { + add = 50 + county = { + NOT = { + any_county_province = { + has_building_or_higher = temple_01 + } + } + } + } + } +} + +temple_02 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + ### GENERIC ### + #Generic Base: + asset = { + type = pdxmesh + name = "building_western_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mena" } + } + + ### Orthodox ### + #Unique: + ### Caucasian Orthodox + asset = { + type = pdxmesh + name = "cp6_building_caucasian_temple_orthodox_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh + graphical_regions = { "graphical_mediterranean" } + } + + ### Slavic Orthodox + asset = { + type = pdxmesh + name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Base: + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Catholic ### + #Unique: + ### Western Catholic + asset = { + type = pdxmesh + name = "building_western_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { western_building_gfx } #+2 + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + + ### Italian Catholic + asset = { + type = pdxmesh + name = "cp6_building_italian_temple_christian_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } #+1 + graphical_cultures = { mediterranean_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } #+1 + graphical_cultures = { iberian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #General: + asset = { + type = pdxmesh + name = "building_western_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Zoroastrian ### + #Unique: + asset = { + type = entity + name = "fp3_building_persian_temple_01_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "zoroastrian_gfx" } #+1 + graphical_cultures = { iranian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { + type = entity + name = "fp3_building_persian_temple_01_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "zoroastrian_gfx" } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian + tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Islamic ### + #Unique: + ### FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } #+1 + graphical_cultures = { iberian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Southeast Asian Mosques + asset = { + type = pdxmesh + name = "cp6_building_se_asia_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + ### Persian Mosques + asset = { + type = pdxmesh + name = "cp6_building_persian_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } #+1 + graphical_cultures = { iranian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### African Mosques + asset = { + type = pdxmesh + name = "cp6_building_african_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { african_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + ### Turkish Mosques + asset = { + type = pdxmesh + name = "cp6_building_turkish_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { steppe_building_gfx byzantine_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + ### Indian Mosques + asset = { + type = pdxmesh + name = "cp6_building_indian_temple_islamic_01_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #General: + asset = { + type = pdxmesh + name = "building_western_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx + iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Tengri ### + + + asset = { + type = entity + name = "mpo_mongol_temple_01_entity" + illustration = @illustration_tengri + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "tengrism_gfx" } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + asset = { + type = entity + name = "mpo_mongol_temple_01_entity" + illustration = @illustration_tengri + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1 + graphical_cultures = { steppe_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Shinto ### + #Unique: + asset = { + type = pdxmesh + name = "tgp_building_japanese_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_shinto + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { shinto_gfx } #+1 + graphical_cultures = { japanese_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4 + } + #Base: + asset = { #Same used everywhere that shinto exists + type = pdxmesh + name = "tgp_building_japanese_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_shinto + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { shinto_gfx } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Non-European pagan + asset = { + type = pdxmesh + name = "tgp_building_se_asia_pagan_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_southeast_asian_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { pagan_gfx } + graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4 + } + + #Generic Pagan: + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "pagan_gfx" } #+1 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + pagan_gfx + } #+1 + graphical_cultures = { + western_building_gfx byzantine_building_gfx + #DLC Fallback: + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx + iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx + } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + + + ### Sinitic ### + #Unique: + asset = { + type = pdxmesh + name = "tgp_building_chinese_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { sinitic_gfx } #+1 + graphical_cultures = { chinese_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { + type = pdxmesh + name = "tgp_building_chinese_temple_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { sinitic_gfx } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Dharmic ### + #Unique: + #Indian Graphical Culture: + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + #Southeast Asian Graphical Culture: + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Tibetan Graphical Culture + asset = { + type = pdxmesh + name = "cp6_building_tibetan_temple_dharmic_01_mesh" + illustration = @illustration_india + requires_dlc_flag = holy_buildings + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { tibetan_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Chinese Graphical Culture + asset = { + type = pdxmesh + name = "tgp_building_chinese_pagoda_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { dharmic_gfx } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Japanese Graphical Culture + asset = { + type = pdxmesh + name = "tgp_building_japanese_pagoda_01_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { dharmic_gfx } #+1 + graphical_cultures = { japanese_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #General: + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + can_construct_potential = { + building_requirement_tribal = no + scope:holder = { + NOT = { government_has_flag = government_is_mandala } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + has_innovation = innovation_city_planning + } + } + } + can_construct_showing_failures_only = { NOT = { scope:holder = { has_character_modifier = tgp_rebuilder_modifier } } } + cost_gold = main_building_tier_2_cost + next_building = temple_03 + + levy = poor_building_levy_tier_3 + max_garrison = normal_building_max_garrison_tier_3 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = normal_building_tax_tier_5 + stationed_maa_damage_mult = low_maa_damage_tier_2 + stationed_maa_toughness_mult = low_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_2 + travel_danger = -12 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.02 + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = temple + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = zealot + add_opinion = { + target = prev + modifier = zealot_approves_temple_upgrade_opinion + } + } + } + } + } + scope:character = { + if = { + limit = { government_has_flag = government_is_mandala } + mandala_upgraded_temple_holding_effect = yes + } + } + } + + ai_value = { + base = 6 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + } + modifier = { + factor = 0.1 + combined_building_level <= 10 + years_from_game_start >= 1 + } + modifier = { + factor = 0.3 + years_from_game_start <= 0.05 + } + } +} + +temple_03 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + ### GENERIC ### + #Generic Base: + asset = { + type = pdxmesh + name = "building_western_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mena" } + } + + ### Orthodox ### + #Unique: + ### Caucasian Orthodox + asset = { + type = pdxmesh + name = "cp6_building_caucasian_temple_orthodox_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh + graphical_regions = { "graphical_mediterranean" } + } + + ### Slavic Orthodox + asset = { + type = pdxmesh + name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Base: + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Catholic ### + ### Western Catholic + asset = { + type = pdxmesh + name = "building_western_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { western_building_gfx } #+2 + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + + ### Italian Catholic + asset = { + type = pdxmesh + name = "cp6_building_italian_temple_christian_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } #+1 + graphical_cultures = { mediterranean_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } #+1 + graphical_cultures = { iberian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { + type = pdxmesh + name = "building_western_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Zoroastrian ### + #Unique: + asset = { + type = entity + name = "fp3_building_persian_temple_02_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "zoroastrian_gfx" } #+1 + graphical_cultures = { iranian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { + type = entity + name = "fp3_building_persian_temple_02_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian + tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Islamic ### + ### FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } #+1 + graphical_cultures = { iberian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Southeast Asian Mosques + asset = { + type = pdxmesh + name = "cp6_building_se_asia_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + ### Persian Mosques + asset = { + type = pdxmesh + name = "cp6_building_persian_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } #+1 + graphical_cultures = { iranian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### African Mosques + asset = { + type = pdxmesh + name = "cp6_building_african_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { african_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + ### Turkish Mosques + asset = { + type = pdxmesh + name = "cp6_building_turkish_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { steppe_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + ### Indian Mosques + asset = { + type = pdxmesh + name = "cp6_building_indian_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #General: + asset = { + type = pdxmesh + name = "building_western_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx + iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx + iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx + iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Tengri ### + asset = { + type = entity + name = "mpo_mongol_temple_01_entity" + illustration = @illustration_tengri + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "tengrism_gfx" } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + asset = { + type = entity + name = "mpo_mongol_temple_01_entity" + illustration = @illustration_tengri + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1 + graphical_cultures = { steppe_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Shinto ### + #Unique: + asset = { + type = pdxmesh + name = "tgp_building_japanese_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_shinto + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { shinto_gfx } #+1 + graphical_cultures = { japanese_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { #Same used everywhere that shinto exists + type = pdxmesh + name = "tgp_building_japanese_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_shinto + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { shinto_gfx } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + ### Non-European pagan + asset = { + type = pdxmesh + name = "tgp_building_se_asia_pagan_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_southeast_asian_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { pagan_gfx } + graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4 + } + #Generic Pagan: + asset = { + type = pdxmesh + name = "building_western_temple_pagan_02_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "pagan_gfx" } #+1 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + asset = { + type = pdxmesh + name = "building_western_temple_pagan_02_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + pagan_gfx + } #+1 + graphical_cultures = { + western_building_gfx byzantine_building_gfx + #DLC Fallback: + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx + iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx + } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + + + ### Sinitic ### + #Unique: + asset = { + type = pdxmesh + name = "tgp_building_chinese_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { sinitic_gfx } #+1 + graphical_cultures = { chinese_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { + type = pdxmesh + name = "tgp_building_chinese_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { sinitic_gfx } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Dharmic ### + + #Indian Graphical Culture: + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + #Southeast Asian Graphical Culture: + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Tibetan Graphical Culture + asset = { + type = pdxmesh + name = "cp6_building_tibetan_temple_dharmic_02_mesh" + illustration = @illustration_india + requires_dlc_flag = holy_buildings + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { tibetan_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Chinese Graphical Culture + asset = { + type = pdxmesh + name = "tgp_building_chinese_pagoda_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { dharmic_gfx } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Japanese Graphical Culture + asset = { + type = pdxmesh + name = "tgp_building_japanese_pagoda_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { dharmic_gfx } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + #General: + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + can_construct_potential = { + building_requirement_tribal = no + scope:holder = { + NOT = { government_has_flag = government_is_mandala } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + has_innovation = innovation_manorialism + } + } + } + can_construct_showing_failures_only = { NOT = { scope:holder = { has_character_modifier = tgp_rebuilder_modifier } } } + cost_gold = main_building_tier_3_cost + next_building = temple_04 + + levy = poor_building_levy_tier_5 + max_garrison = normal_building_max_garrison_tier_5 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3 + province_modifier = { + monthly_income = normal_building_tax_tier_7 + stationed_maa_damage_mult = low_maa_damage_tier_3 + stationed_maa_toughness_mult = low_maa_toughness_tier_3 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_3 + travel_danger = -14 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.03 + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = temple + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = zealot + add_opinion = { + target = prev + modifier = zealot_approves_temple_upgrade_opinion + } + } + } + } + } + scope:character = { + if = { + limit = { government_has_flag = government_is_mandala } + mandala_upgraded_temple_holding_effect = yes + } + } + } + + ai_value = { + base = 5 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 20 + years_from_game_start >= 1 + } + } +} + +temple_04 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + ### GENERIC ### + #Generic Base: + asset = { + type = pdxmesh + name = "building_western_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mena" } + } + + ### Orthodox ### + #Unique: + ### Caucasian Orthodox + asset = { + type = pdxmesh + name = "cp6_building_caucasian_temple_orthodox_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh + graphical_regions = { "graphical_mediterranean" } + } + + ### Slavic Orthodox + asset = { + type = pdxmesh + name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Base: + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox + tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #If you have no DLC: + east_slavic_building_gfx caucasian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Catholic ### + #Unique: + ### Western Catholic + asset = { + type = pdxmesh + name = "building_western_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { western_building_gfx } #+2 + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + + ### Italian Catholic + asset = { + type = pdxmesh + name = "cp6_building_italian_temple_christian_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } #+1 + graphical_cultures = { mediterranean_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } #+1 + graphical_cultures = { iberian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { + type = pdxmesh + name = "building_western_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC fallbacks: + iberian_building_gfx mediterranean_building_gfx western_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + ### Zoroastrian ### + #Unique: + asset = { + type = entity + name = "fp3_building_persian_temple_02_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "zoroastrian_gfx" } #+1 + graphical_cultures = { iranian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { + type = entity + name = "fp3_building_persian_temple_02_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "zoroastrian_gfx" } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian + tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + + ### Islamic ### + #Unique: + ### FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } #+1 + graphical_cultures = { iberian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Southeast Asian Mosques + asset = { + type = pdxmesh + name = "cp6_building_se_asia_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + ### Persian Mosques + asset = { + type = pdxmesh + name = "cp6_building_persian_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } #+1 + graphical_cultures = { iranian_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### African Mosques + asset = { + type = pdxmesh + name = "cp6_building_african_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { african_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + ### Turkish Mosques + asset = { + type = pdxmesh + name = "cp6_building_turkish_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { steppe_building_gfx byzantine_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + ### Indian Mosques + asset = { + type = pdxmesh + name = "cp6_building_indian_temple_islamic_02_mesh" + requires_dlc_flag = holy_buildings + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + #General: + asset = { + type = pdxmesh + name = "building_western_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx + iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "islamic_gfx" + #Dlc fallback + zoroastrian_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + + ### Tengri ### + asset = { + type = entity + name = "mpo_mongol_temple_01_entity" + illustration = @illustration_tengri + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "tengrism_gfx" } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx + japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + asset = { + type = entity + name = "mpo_mongol_temple_01_entity" + illustration = @illustration_tengri + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1 + graphical_cultures = { steppe_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Shinto ### + #Unique: + asset = { + type = pdxmesh + name = "tgp_building_japanese_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_shinto + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { shinto_gfx } #+1 + graphical_cultures = { japanese_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { #Same used everywhere that shinto exists + type = pdxmesh + name = "tgp_building_japanese_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_shinto + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { shinto_gfx } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + + ### Non-European pagan + asset = { + type = pdxmesh + name = "tgp_building_se_asia_pagan_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_southeast_asian_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { pagan_gfx } + graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4 + } + + #Generic Pagan: + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "pagan_gfx" } #+1 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4 + } + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + pagan_gfx + } #+1 + graphical_cultures = { + western_building_gfx byzantine_building_gfx + #DLC Fallback: + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx + iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx + } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia + } #+4 + } + + + ### Sinitic ### + #Unique: + asset = { + type = pdxmesh + name = "tgp_building_chinese_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { sinitic_gfx } #+1 + graphical_cultures = { chinese_building_gfx } #+2 + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + #Base: + asset = { + type = pdxmesh + name = "tgp_building_chinese_temple_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { sinitic_gfx } #+1 + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic + tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx + japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4 + } + + ### Dharmic ### + #Unique: + #Indian Graphical Culture: + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + + #Southeast Asian Graphical Culture: + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { southeast_asian_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Tibetan Graphical Culture + asset = { + type = pdxmesh + name = "cp6_building_tibetan_temple_dharmic_02_mesh" + illustration = @illustration_india + requires_dlc_flag = holy_buildings + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_cultures = { tibetan_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Chinese Graphical Culture + asset = { + type = pdxmesh + name = "tgp_building_chinese_pagoda_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { dharmic_gfx } + graphical_cultures = { chinese_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #Japanese Graphical Culture + asset = { + type = pdxmesh + name = "tgp_building_japanese_pagoda_02_mesh" + requires_dlc_flag = all_under_heaven + illustration = @illustration_chinese + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { dharmic_gfx } + graphical_cultures = { japanese_building_gfx } + graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } + } + #General: + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { graphical_western graphical_steppe graphical_east_asia } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { + "dharmic_gfx" + #DLC Fallbacks: + sinitic_gfx shinto_gfx + } + graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic + iranian_building_gfx african_building_gfx steppe_building_gfx + east_slavic_building_gfx caucasian_building_gfx + western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx + arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx + #DLC Fallbacks: + southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx + } + graphical_regions = { "graphical_mena" } + } + + can_construct_potential = { + building_requirement_tribal = no + scope:holder = { + NOT = { government_has_flag = government_is_mandala } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + has_innovation = innovation_windmills + } + } + } + can_construct_showing_failures_only = { NOT = { scope:holder = { has_character_modifier = tgp_rebuilder_modifier } } } + cost_gold = main_building_tier_4_cost + + levy = poor_building_levy_tier_7 + max_garrison = normal_building_max_garrison_tier_7 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 + province_modifier = { + monthly_income = good_building_tax_tier_6 + stationed_maa_damage_mult = low_maa_damage_tier_4 + stationed_maa_toughness_mult = low_maa_toughness_tier_4 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_4 + travel_danger = -16 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.05 + } + + character_modifier = { + men_at_arms_cap = 1 + } + flag = temple + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + vassal_stance = parochial + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + + hidden_effect = { + every_vassal = { + vassal_stance = zealot + add_opinion = { + target = prev + modifier = zealot_approves_temple_upgrade_opinion + } + } + } + } + } + scope:character = { + if = { + limit = { government_has_flag = government_is_mandala } + mandala_upgraded_temple_holding_effect = yes + } + } + } + + ai_value = { + base = 4 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 30 + years_from_game_start >= 1 + } + } +} + +#### +# +# Temple Buildings +# +#### + +### Scriptorium + +scriptorium_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + has_dlc_feature = legends + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.05 + legitimacy_gain_mult = 0.01 + } + + character_modifier = { + monthly_piety = 0.1 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.01 + } + county_culture_modifier = { + parameter = block_printing_scriptorium_bonuses + monthly_county_control_growth_add = innovation_block_printing_control_growth_value_1 + development_growth = innovation_block_printing_development_growth_value_1 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = scriptorium_02 + + type_icon = "icon_building_library.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_pious_building_preference_modifier = yes + modifier = { + add = 250 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + modifier = { + factor = 0 + NOT = { + has_building_or_higher = monastic_schools_01 + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + } +} + +scriptorium_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + culture = { + has_innovation = innovation_city_planning + } + has_dlc_feature = legends + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.1 + legitimacy_gain_mult = 0.02 + } + county_culture_modifier = { + parameter = block_printing_scriptorium_bonuses + monthly_county_control_growth_add = innovation_block_printing_control_growth_value_1 + development_growth = innovation_block_printing_development_growth_value_1 + } + + character_modifier = { + monthly_piety = 0.2 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.01 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = scriptorium_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_03 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_02 + culture = { + has_innovation = innovation_manorialism + } + has_dlc_feature = legends + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.15 + legitimacy_gain_mult = 0.03 + } + county_culture_modifier = { + parameter = block_printing_scriptorium_bonuses + monthly_county_control_growth_add = innovation_block_printing_control_growth_value_2 + development_growth = innovation_block_printing_development_growth_value_2 + } + + character_modifier = { + monthly_piety = 0.3 + } + county_modifier = { + monthly_county_control_growth_add = 0.3 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.02 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = scriptorium_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_04 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_02 + culture = { + has_innovation = innovation_manorialism + } + has_dlc_feature = legends + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.2 + legitimacy_gain_mult = 0.04 + } + county_culture_modifier = { + parameter = block_printing_scriptorium_bonuses + monthly_county_control_growth_add = innovation_block_printing_control_growth_value_2 + development_growth = innovation_block_printing_development_growth_value_2 + } + + character_modifier = { + monthly_piety = 0.4 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.02 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = scriptorium_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_05 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_03 + culture = { + has_innovation = innovation_windmills + } + has_dlc_feature = legends + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.25 + legitimacy_gain_mult = 0.05 + } + county_culture_modifier = { + parameter = block_printing_scriptorium_bonuses + monthly_county_control_growth_add = innovation_block_printing_control_growth_value_3 + development_growth = innovation_block_printing_development_growth_value_3 + } + + character_modifier = { + monthly_piety = 0.5 + } + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.03 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = scriptorium_06 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_06 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_03 + culture = { + has_innovation = innovation_windmills + } + has_dlc_feature = legends + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.3 + legitimacy_gain_mult = 0.06 + } + + character_modifier = { + monthly_piety = 0.6 + } + county_modifier = { + monthly_county_control_growth_add = 0.6 + } + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.03 + } + county_culture_modifier = { + parameter = block_printing_scriptorium_bonuses + monthly_county_control_growth_add = innovation_block_printing_control_growth_value_3 + development_growth = innovation_block_printing_development_growth_value_3 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = scriptorium_07 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_07 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_04 + culture = { + has_innovation = innovation_cranes + } + has_dlc_feature = legends + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.35 + legitimacy_gain_mult = 0.07 + } + + character_modifier = { + monthly_piety = 0.7 + } + county_modifier = { + monthly_county_control_growth_add = 0.7 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.04 + } + county_culture_modifier = { + parameter = block_printing_scriptorium_bonuses + monthly_county_control_growth_add = innovation_block_printing_control_growth_value_4 + development_growth = innovation_block_printing_development_growth_value_4 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = scriptorium_08 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_08 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_03 + culture = { + has_innovation = innovation_cranes + } + has_dlc_feature = legends + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.4 + legitimacy_gain_mult = 0.08 + } + + character_modifier = { + monthly_piety = 0.8 + } + county_modifier = { + monthly_county_control_growth_add = 0.8 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.04 + } + county_culture_modifier = { + parameter = block_printing_scriptorium_bonuses + monthly_county_control_growth_add = innovation_block_printing_control_growth_value_4 + development_growth = innovation_block_printing_development_growth_value_4 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +### Monastic School + +monastic_schools_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + OR = { + has_building_or_higher = temple_01 + scope:holder.faith = { has_doctrine_parameter = monastic_schools_allowed_in_every_holding_type } + } + } + + can_construct_showing_failures_only = { + #building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + character_modifier = { + monthly_piety = 0.1 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + } + province_modifier = { + monthly_income = poor_building_tax_tier_1 + epidemic_resistance = 4 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.1 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 1 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.01 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = monastic_schools_02 + + type_icon = "icon_building_monastic_schools.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_pious_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + government_has_flag = government_is_mandala + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +monastic_schools_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + culture = { + OR = { + has_innovation = innovation_city_planning + has_cultural_parameter = next_level_monasteries + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + character_modifier = { + monthly_piety = 0.2 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + } + province_modifier = { + monthly_income = poor_building_tax_tier_2 + epidemic_resistance = 6 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.1 + learning = 1 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 1 + martial = 1 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.01 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = monastic_schools_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_03 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = temple_02 + } + trigger_else = { + culture = { + has_innovation = innovation_city_planning + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + character_modifier = { + monthly_piety = 0.3 + } + county_modifier = { + monthly_county_control_growth_add = 0.3 + } + province_modifier = { + monthly_income = poor_building_tax_tier_3 + epidemic_resistance = 8 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.2 + learning = 1 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 2 + martial = 1 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.02 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = monastic_schools_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_04 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = temple_02 + } + trigger_else = { + culture = { + has_innovation = innovation_city_planning + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + character_modifier = { + monthly_piety = 0.4 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + } + province_modifier = { + monthly_income = poor_building_tax_tier_4 + epidemic_resistance = 10 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.2 + learning = 2 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 2 + martial = 2 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.02 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = monastic_schools_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_05 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_windmills + } + has_building_or_higher = temple_03 + } + trigger_else = { + culture = { + has_innovation = innovation_city_planning + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = 0.5 + } + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + province_modifier = { + monthly_income = poor_building_tax_tier_5 + epidemic_resistance = 12 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.3 + learning = 2 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 3 + martial = 2 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.03 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = monastic_schools_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_06 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_windmills + } + has_building_or_higher = temple_03 + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + character_modifier = { + monthly_piety = 0.6 + } + county_modifier = { + monthly_county_control_growth_add = 0.6 + } + province_modifier = { + monthly_income = poor_building_tax_tier_6 + epidemic_resistance = 14 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.3 + learning = 3 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 3 + martial = 3 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.03 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = monastic_schools_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_07 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = temple_04 + } + trigger_else = { + culture = { + has_innovation = innovation_windmills + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + character_modifier = { + monthly_piety = 0.7 + } + county_modifier = { + monthly_county_control_growth_add = 0.7 + } + province_modifier = { + monthly_income = poor_building_tax_tier_7 + epidemic_resistance = 16 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.4 + learning = 3 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 4 + martial = 3 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.04 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = monastic_schools_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_08 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = temple_04 + } + trigger_else = { + culture = { + has_innovation = innovation_windmills + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + character_modifier = { + monthly_piety = 0.8 + } + county_modifier = { + monthly_county_control_growth_add = 0.8 + } + province_modifier = { + monthly_income = poor_building_tax_tier_8 + epidemic_resistance = 18 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.4 + learning = 4 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 4 + martial = 4 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.04 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +### Megaliths + +megalith_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + } + + can_construct_showing_failures_only = { + #building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + show_disabled = yes + + cost_gold = normal_building_tier_1_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.02 + county_opinion_add = 2 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.01 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = megalith_02 + + type_icon = "icon_megalith.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_pious_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + government_has_flag = government_is_mandala + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +megalith_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + } + + can_construct_showing_failures_only = { + #building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_2_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.05 + county_opinion_add = 2 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.01 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = megalith_03 + ai_value = { + base = 9 + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + } +} + +megalith_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_3_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.1 + county_opinion_add = 4 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.02 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = megalith_04 + ai_value = { + base = 8 + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + } +} + +megalith_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_4_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.15 + county_opinion_add = 4 + development_growth = 0.025 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.02 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = megalith_05 + ai_value = { + base = 7 + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + } +} + +megalith_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_5 + monthly_prestige = poor_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.2 + county_opinion_add = 6 + development_growth = 0.025 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.03 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = megalith_06 + ai_value = { + base = 6 + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + } +} + +megalith_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_6 + monthly_prestige = poor_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.25 + county_opinion_add = 6 + development_growth = 0.05 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.03 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = megalith_07 + ai_value = { + base = 5 + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + } +} + +megalith_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_7 + monthly_prestige = poor_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.3 + county_opinion_add = 8 + development_growth = 0.05 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.04 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + next_building = megalith_08 + ai_value = { + base = 4 + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + } +} + +megalith_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_8 + monthly_prestige = poor_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.35 + county_opinion_add = 8 + development_growth = 0.075 + } + + character_government_modifier = { + parameter = government_is_mandala + monthly_piety = 0.04 + } + + on_complete = { + #Regular Mandala Boon + mandala_built_piety_building_effect = yes + } + + ai_value = { + base = 3 + directive_to_build_economy_modifier = yes + ai_pious_building_preference_modifier = yes + } +} + +### Breweries (Monks) +breweries_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_breweries_requirement = { NUMBER = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 5 + monthly_county_control_growth_add = 0.05 + development_growth_factor = 0.02 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_1 + } + + next_building = breweries_02 + + type_icon = "icon_building_breweries.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +breweries_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_city_planning } + building_breweries_requirement = { NUMBER = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 10 + monthly_county_control_growth_add = 0.1 + development_growth_factor = 0.04 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + } + + next_building = breweries_03 + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +breweries_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_manorialism } + building_breweries_requirement = { NUMBER = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 15 + monthly_county_control_growth_add = 0.15 + development_growth_factor = 0.06 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_3 + } + + next_building = breweries_04 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_manorialism } + building_breweries_requirement = { NUMBER = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 20 + monthly_county_control_growth_add = 0.20 + development_growth_factor = 0.08 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + } + + next_building = breweries_05 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_windmills } + building_breweries_requirement = { NUMBER = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 25 + monthly_county_control_growth_add = 0.25 + development_growth_factor = 0.10 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_5 + } + + next_building = breweries_06 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_windmills } + building_breweries_requirement = { NUMBER = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 30 + monthly_county_control_growth_add = 0.30 + development_growth_factor = 0.12 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_6 + } + + next_building = breweries_07 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_cranes } + building_breweries_requirement = { NUMBER = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 35 + monthly_county_control_growth_add = 0.35 + development_growth_factor = 0.14 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_7 + } + + next_building = breweries_08 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_cranes } + building_breweries_requirement = { NUMBER = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 40 + monthly_county_control_growth_add = 0.40 + development_growth_factor = 0.16 + } + province_modifier = { + monthly_income = poor_building_tax_tier_8 + } + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} diff --git a/common/buildings/00_tribal_buildings.txt b/common/buildings/00_tribal_buildings.txt new file mode 100644 index 00000000..4457298d --- /dev/null +++ b/common/buildings/00_tribal_buildings.txt @@ -0,0 +1,1512 @@ +@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds" +@holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds" +@holding_illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_temple_pagan_se_asia.dds" + +# Tribal Hold +tribe_01 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + ### GENERIC ### + asset = { + type = pdxmesh + names = { + building_western_tribal_01_a_mesh + } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_mena_tribal_01_a_mesh" + } + graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx mena_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_steppe_tribal_01_a_mesh" + } + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_india_tribal_01_a_mesh" + } + graphical_cultures = { indian_building_gfx tibetan_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_african_tribal_01_a_mesh" + } + graphical_cultures = { african_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "fp1_building_norse_tribal_mesh" + } + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + # TGP Southeast Asia + asset = { + type = pdxmesh + names = { + "tgp_building_se_asia_tribal_01_mesh" + } + graphical_cultures = { southeast_asian_building_gfx } + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + always = no #Tribes are set at game start. + } + + cost_prestige = expensive_building_tier_3_cost + cost_gold = expensive_building_tier_1_cost + next_building = tribe_02 + + levy = normal_building_levy_tier_3 + max_garrison = good_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 + province_modifier = { + fort_level = 1 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + province_government_modifier = { + parameter = government_is_tribal_excluding_wanua + monthly_income = poor_building_tax_tier_1 + } + + province_government_modifier = { + parameter = government_is_wanua + monthly_income = poor_building_tax_halved_tier_1 + monthly_barter_goods = 1 + building_slot_add = 2 + } + + province_terrain_modifier = { + parameter = tribal_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 2 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + province_culture_modifier = { + parameter = tribal_holding_stationed_bonus + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + province_terrain_modifier = { + parameter = coastal_tribe_bonuses + is_coastal = yes + stationed_maa_damage_mult = normal_maa_damage_tier_1 + } + + character_modifier = { + county_fertility_growth_mult = 0.35 + men_at_arms_cap = 1 + } + + next_building = tribe_02 + + type_icon = "icon_building_longhouses.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + } +} + +tribe_02 = { + construction_time = slow_construction_time + + #Meshes (Indented for readability) + ### GENERIC ### + asset = { + type = pdxmesh + names = { + building_western_tribal_01_a_mesh + } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_mena_tribal_01_a_mesh" + } + graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx mena_building_gfx mena_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_steppe_tribal_01_a_mesh" + } + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_india_tribal_01_a_mesh" + } + graphical_cultures = { indian_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_african_tribal_01_a_mesh" + } + graphical_cultures = { african_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "fp1_building_norse_tribal_mesh" + } + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + # TGP Southeast Asia + asset = { + type = pdxmesh + names = { + "tgp_building_se_asia_tribal_01_mesh" + } + graphical_cultures = { southeast_asian_building_gfx } + illustration = @holding_illustration_seasia + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + } + can_construct_showing_failures_only = { + OR = { + scope:holder = { + culture = { has_innovation = innovation_plenary_assemblies } + } + mpo_permafrost_building_trigger = yes + } + } + + cost_prestige = expensive_building_tier_3_cost + cost_gold = expensive_building_tier_1_cost + + levy = normal_building_levy_tier_5 + max_garrison = good_building_max_garrison_tier_2 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + fort_level = 2 + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + } + + province_government_modifier = { + parameter = government_is_tribal_excluding_wanua + monthly_income = poor_building_tax_tier_3 + } + + province_government_modifier = { + parameter = government_is_wanua + monthly_income = poor_building_tax_halved_tier_3 + monthly_barter_goods = 2 + building_slot_add = 2 + } + + province_terrain_modifier = { + parameter = tribal_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = 4 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + province_culture_modifier = { + parameter = tribal_holding_stationed_bonus + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + province_terrain_modifier = { + parameter = coastal_tribe_bonuses + is_coastal = yes + stationed_maa_damage_mult = normal_maa_damage_tier_2 + } + + character_modifier = { + county_fertility_growth_mult = 0.35 + men_at_arms_cap = 2 + } + + ai_value = { + base = 1 + } +} + +longhouses_01 = { + construction_time = slow_construction_time + effect_desc = longhouses_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder = { NOT = { government_has_flag = government_is_wanua } } + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + + character_modifier = { + monthly_prestige = 0.25 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + } + + next_building = longhouses_02 + + type_icon = "icon_building_longhouses.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +longhouses_02 = { + construction_time = slow_construction_time + effect_desc = longhouses_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder = { NOT = { government_has_flag = government_is_wanua } } + } + can_construct_showing_failures_only = { + OR = { + mpo_permafrost_building_trigger = yes + scope:holder = { + culture = { has_innovation = innovation_barracks } + } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + + character_modifier = { + monthly_prestige = 0.5 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# War Camps + +war_camps_01 = { + construction_time = slow_construction_time + effect_desc = tournament_cost_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder = { NOT = { government_has_flag = government_is_wanua } } + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + levy = excellent_building_levy_tier_1 + + character_modifier = { + knight_limit = 1 + knight_effectiveness_mult = 0.1 + } + + province_modifier = { + stationed_skirmishers_damage_mult = high_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1 + } + + province_terrain_modifier = { + parameter = coastal_tribe_bonuses + is_coastal = yes + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = war_camps_02 + + type_icon = "icon_building_warcamps.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +war_camps_02 = { + construction_time = slow_construction_time + effect_desc = tournament_cost_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder = { NOT = { government_has_flag = government_is_wanua } } + } + can_construct_showing_failures_only = { + OR = { + mpo_permafrost_building_trigger = yes + scope:holder = { + culture = { has_innovation = innovation_barracks } + } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + levy = excellent_building_levy_tier_2 + + character_modifier = { + knight_limit = 2 + knight_effectiveness_mult = 0.2 + } + + province_modifier = { + stationed_skirmishers_damage_mult = high_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2 + } + + province_terrain_modifier = { + parameter = coastal_tribe_bonuses + is_coastal = yes + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 1 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# Palisades + +palisades_01 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder = { NOT = { government_has_flag = government_is_wanua } } + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + max_garrison = normal_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = normal_building_fort_level_tier_1 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_1 + stationed_archers_toughness_mult = normal_maa_toughness_tier_1 + stationed_pikemen_damage_mult = high_maa_damage_tier_1 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 + } + + + next_building = palisades_02 + + type_icon = "icon_building_palisades.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +palisades_02 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder = { NOT = { government_has_flag = government_is_wanua } } + } + can_construct_showing_failures_only = { + OR = { + mpo_permafrost_building_trigger = yes + scope:holder = { + culture = { has_innovation = innovation_barracks } + } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + max_garrison = normal_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = normal_building_fort_level_tier_2 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_2 + stationed_archers_toughness_mult = normal_maa_toughness_tier_2 + stationed_pikemen_damage_mult = high_maa_damage_tier_2 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# Market Villages + +market_villages_01 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder = { NOT = { government_has_flag = government_is_wanua } } + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + supply_limit = 500 + } + + province_terrain_modifier = { + parameter = coastal_tribe_bonuses + is_coastal = yes + levy_size = 0.02 + } + + next_building = market_villages_02 + + type_icon = "icon_building_market_villages.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +market_villages_02 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder = { NOT = { government_has_flag = government_is_wanua } } + } + can_construct_showing_failures_only = { + OR = { + mpo_permafrost_building_trigger = yes + scope:holder = { + culture = { has_innovation = innovation_barracks } + } + } + } + province_terrain_modifier = { + parameter = coastal_tribe_bonuses + is_coastal = yes + levy_size = 0.03 + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + supply_limit = 1000 + } + + ai_value = { + base = 1 + directive_to_build_economy_modifier = yes + } +} + +# Wanua buildings + +# Idjang Forts + +idjang_forts_01 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + max_garrison = normal_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = normal_building_fort_level_tier_1 + } + + province_modifier = { + monthly_barter_goods = 0.15 + monthly_barter_goods_mult = 0.1 + hostile_raid_time = 0.25 + stationed_archers_toughness_mult = normal_maa_toughness_tier_1 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = idjang_forts_02 + + type_icon = "icon_structure_idjang_forts.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +idjang_forts_02 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + max_garrison = normal_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = normal_building_fort_level_tier_2 + } + + province_modifier = { + monthly_barter_goods = 0.3 + monthly_barter_goods_mult = 0.2 + hostile_raid_time = 0.5 + stationed_archers_toughness_mult = normal_maa_toughness_tier_2 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 + } + + next_building = idjang_forts_03 + + ai_value = { + base = 1 + directive_to_fortify_modifier = yes + } +} + +idjang_forts_03 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_3_cost + + levy = normal_building_levy_tier_3 + max_garrison = normal_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = normal_building_fort_level_tier_3 + } + + province_modifier = { + monthly_barter_goods = 0.4 + monthly_barter_goods_mult = 0.3 + hostile_raid_time = 0.75 + stationed_archers_toughness_mult = normal_maa_toughness_tier_3 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3 + } + character_government_modifier = { + parameter = government_is_wanua + domain_limit_max = 1 + } + + next_building = idjang_forts_04 + + ai_value = { + base = 1 + directive_to_fortify_modifier = yes + } +} + +idjang_forts_04 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_4_cost + + levy = normal_building_levy_tier_4 + max_garrison = normal_building_max_garrison_tier_4 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_4 + fort_level = normal_building_fort_level_tier_4 + } + + province_modifier = { + monthly_barter_goods = 0.5 + monthly_barter_goods_mult = 0.4 + hostile_raid_time = 1 + stationed_archers_toughness_mult = normal_maa_toughness_tier_4 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_4 + } + character_government_modifier = { + parameter = government_is_wanua + domain_limit_max = 1 + } + + ai_value = { + base = 1 + directive_to_fortify_modifier = yes + } +} + +# Wantilan + +wantilan_01 = { + construction_time = slow_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_1_cost + + levy = small_building_levy_tier_1 + + character_modifier = { + monthly_prestige = 0.1 + knight_effectiveness_mult = 0.05 + monthly_barter_goods_mult = 0.02 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + county_opinion_add = 3 + } + province_modifier = { + monthly_barter_goods = 0.15 + stationed_archers_damage_mult = normal_maa_damage_tier_1 + stationed_archers_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = wantilan_02 + + type_icon = "icon_structure_wantilan.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +wantilan_02 = { + construction_time = slow_construction_time + effect_desc = longhouses_effect_desc + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_2_cost + + levy = small_building_levy_tier_2 + + character_modifier = { + monthly_prestige = 0.2 + knight_effectiveness_mult = 0.1 + monthly_barter_goods_mult = 0.04 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + county_opinion_add = 6 + } + province_modifier = { + monthly_barter_goods = 0.3 + stationed_archers_damage_mult = normal_maa_damage_tier_2 + stationed_archers_toughness_mult = normal_maa_toughness_tier_2 + } + + next_building = wantilan_03 + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +wantilan_03 = { + construction_time = slow_construction_time + effect_desc = longhouses_effect_desc + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_3_cost + + levy = small_building_levy_tier_3 + + character_modifier = { + monthly_prestige = 0.3 + knight_effectiveness_mult = 0.15 + monthly_barter_goods_mult = 0.06 + } + character_government_modifier = { + parameter = government_is_wanua + domain_limit_max = 1 + } + county_modifier = { + monthly_county_control_growth_add = 0.3 + county_opinion_add = 9 + } + province_modifier = { + monthly_barter_goods = 0.4 + stationed_archers_damage_mult = normal_maa_damage_tier_3 + stationed_archers_toughness_mult = normal_maa_toughness_tier_3 + } + + next_building = wantilan_04 + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +wantilan_04 = { + construction_time = slow_construction_time + effect_desc = longhouses_effect_desc + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_4_cost + + levy = small_building_levy_tier_4 + + character_modifier = { + monthly_prestige = 0.4 + knight_effectiveness_mult = 0.2 + monthly_barter_goods_mult = 0.08 + } + character_government_modifier = { + parameter = government_is_wanua + domain_limit_max = 1 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + county_opinion_add = 12 + } + province_modifier = { + monthly_barter_goods = 0.5 + stationed_archers_damage_mult = normal_maa_damage_tier_4 + stationed_archers_toughness_mult = normal_maa_toughness_tier_4 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# Kora-Kora Yards + +kora_kora_yards_01 = { + construction_time = slow_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + OR = { + is_coastal = yes + is_riverside_province = yes + } + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_1_cost + + levy = good_building_levy_tier_1 + + character_modifier = { + naval_movement_speed_mult = 0.1 + monthly_barter_goods_mult = 0.01 + raid_speed = 0.1 + } + + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 1 + } + + province_modifier = { + monthly_barter_goods = 0.25 + defender_holding_advantage = poor_building_advantage_tier_1 + stationed_skirmishers_damage_mult = high_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_1 + stationed_archers_damage_mult = low_maa_damage_tier_1 + stationed_archers_toughness_mult = low_maa_toughness_tier_1 + } + + next_building = kora_kora_yards_02 + + type_icon = "icon_structure_kora_kora_yard.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +kora_kora_yards_02 = { + construction_time = slow_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_2_cost + + levy = good_building_levy_tier_2 + + character_modifier = { + naval_movement_speed_mult = 0.2 + monthly_barter_goods_mult = 0.02 + raid_speed = 0.2 + } + + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 1 + } + + province_modifier = { + monthly_barter_goods = 0.5 + defender_holding_advantage = poor_building_advantage_tier_2 + stationed_skirmishers_damage_mult = high_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_2 + stationed_archers_damage_mult = low_maa_damage_tier_2 + stationed_archers_toughness_mult = low_maa_toughness_tier_2 + } + + next_building = kora_kora_yards_03 + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +kora_kora_yards_03 = { + construction_time = slow_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_3_cost + + levy = good_building_levy_tier_3 + + character_modifier = { + naval_movement_speed_mult = 0.3 + monthly_barter_goods_mult = 0.03 + raid_speed = 0.3 + } + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 2 + } + province_modifier = { + monthly_barter_goods = 0.7 + defender_holding_advantage = poor_building_advantage_tier_3 + stationed_skirmishers_damage_mult = high_maa_damage_tier_3 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3 + stationed_archers_damage_mult = low_maa_damage_tier_3 + stationed_archers_toughness_mult = low_maa_toughness_tier_3 + } + + next_building = kora_kora_yards_04 + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +kora_kora_yards_04 = { + construction_time = slow_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_4_cost + + levy = good_building_levy_tier_4 + + character_modifier = { + naval_movement_speed_mult = 0.4 + monthly_barter_goods_mult = 0.04 + raid_speed = 0.4 + } + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 2 + } + province_modifier = { + monthly_barter_goods = 0.9 + defender_holding_advantage = poor_building_advantage_tier_4 + stationed_skirmishers_damage_mult = high_maa_damage_tier_4 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_4 + stationed_archers_damage_mult = low_maa_damage_tier_4 + stationed_archers_toughness_mult = low_maa_toughness_tier_4 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# Water Temples + +water_temples_01 = { + construction_time = slow_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_1_cost + + levy = poor_building_levy_tier_1 + + character_modifier = { + monthly_piety = 0.15 + } + + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 1 + } + + county_modifier = { + supply_limit_mult = 0.2 + } + province_modifier = { + monthly_barter_goods = 0.2 + monthly_income = 0.1 + stationed_pikemen_damage_mult = normal_maa_damage_tier_1 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = water_temples_02 + + type_icon = "icon_structure_water_temples.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +water_temples_02 = { + construction_time = slow_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_2_cost + + levy = poor_building_levy_tier_2 + + character_modifier = { + monthly_piety = 0.3 + } + + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 1 + } + + county_modifier = { + supply_limit_mult = 0.4 + } + province_modifier = { + monthly_barter_goods = 0.4 + monthly_income = 0.2 + stationed_pikemen_damage_mult = normal_maa_damage_tier_2 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 + } + + next_building = water_temples_03 + + ai_value = { + base = 1 + directive_to_build_economy_modifier = yes + } +} + +water_temples_03 = { + construction_time = slow_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_3_cost + + levy = poor_building_levy_tier_3 + + character_modifier = { + monthly_piety = 0.45 + } + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 2 + } + county_modifier = { + supply_limit_mult = 0.6 + } + province_modifier = { + monthly_barter_goods = 0.55 + monthly_income = 0.3 + stationed_pikemen_damage_mult = normal_maa_damage_tier_3 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_3 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3 + } + + next_building = water_temples_04 + + ai_value = { + base = 1 + directive_to_build_economy_modifier = yes + } +} + +water_temples_04 = { + construction_time = slow_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_4_cost + + levy = poor_building_levy_tier_4 + + character_modifier = { + monthly_piety = 0.6 + } + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 2 + } + county_modifier = { + supply_limit_mult = 0.8 + } + province_modifier = { + monthly_barter_goods = 0.7 + monthly_income = 0.4 + stationed_pikemen_damage_mult = normal_maa_damage_tier_4 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_4 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_4 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4 + } + + ai_value = { + base = 1 + directive_to_build_economy_modifier = yes + } +} + +# Stilted Granaries + +stilted_granaries_01 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_1_cost + + character_modifier = { + supply_capacity_mult = 0.1 + } + + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 1 + } + + county_modifier = { + epidemic_resistance = 5 + } + + province_modifier = { + monthly_barter_goods = 0.25 + monthly_income = 0.1 + supply_limit = 250 + levy_size = 0.1 + stationed_skirmishers_damage_mult = low_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1 + } + + next_building = stilted_granaries_02 + + type_icon = "icon_structure_stilted_granaries.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +stilted_granaries_02 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_2_cost + + character_modifier = { + supply_capacity_mult = 0.2 + } + + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 1 + } + + county_modifier = { + epidemic_resistance = 10 + } + + province_modifier = { + monthly_barter_goods = 0.5 + monthly_income = 0.2 + supply_limit = 500 + levy_size = 0.2 + stationed_skirmishers_damage_mult = low_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2 + } + + next_building = stilted_granaries_03 + + ai_value = { + base = 1 + directive_to_build_economy_modifier = yes + } +} + +stilted_granaries_03 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_2_cost + + character_modifier = { + supply_capacity_mult = 0.3 + } + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 2 + } + + county_modifier = { + epidemic_resistance = 15 + } + + province_modifier = { + monthly_barter_goods = 0.7 + monthly_income = 0.3 + supply_limit = 750 + levy_size = 0.3 + stationed_skirmishers_damage_mult = low_maa_damage_tier_3 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3 + } + + next_building = stilted_granaries_04 + + ai_value = { + base = 1 + directive_to_build_economy_modifier = yes + } +} + +stilted_granaries_04 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_wanua = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + scope:holder ?= { + government_has_flag = government_is_wanua + } + } + + cost_gold = tribal_building_tier_4_cost + + character_modifier = { + supply_capacity_mult = 0.4 + } + character_government_modifier = { + parameter = government_is_wanua + vassal_limit_max = 2 + } + + county_modifier = { + epidemic_resistance = 20 + } + + province_modifier = { + monthly_barter_goods = 0.9 + monthly_income = 0.4 + supply_limit = 1000 + levy_size = 0.4 + stationed_skirmishers_damage_mult = low_maa_damage_tier_4 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4 + } + + ai_value = { + base = 1 + directive_to_build_economy_modifier = yes + } +} diff --git a/common/buildings/temple_citadel_buildings.txt b/common/buildings/temple_citadel_buildings.txt index 5802228d..81e9a9be 100644 --- a/common/buildings/temple_citadel_buildings.txt +++ b/common/buildings/temple_citadel_buildings.txt @@ -686,6 +686,9 @@ temple_citadel_01 = { defender_holding_advantage = 2 } + character_modifier = { + men_at_arms_cap = 1 + } flag = temple_citadel type_icon = "tgp_icon_building_mandala_capital_tier_02.dds" @@ -1564,6 +1567,9 @@ temple_citadel_02 = { defender_holding_advantage = 3 } + character_modifier = { + men_at_arms_cap = 1 + } flag = temple_citadel on_complete = { @@ -2355,6 +2361,9 @@ temple_citadel_03 = { defender_holding_advantage = 4 } + character_modifier = { + men_at_arms_cap = 1 + } flag = temple_citadel on_complete = { @@ -3124,6 +3133,9 @@ temple_citadel_04 = { defender_holding_advantage = 5 } + character_modifier = { + men_at_arms_cap = 1 + } flag = temple_citadel on_complete = { diff --git a/common/defines/00_defines.txt b/common/defines/00_defines.txt index fb1acb69..bc518982 100644 --- a/common/defines/00_defines.txt +++ b/common/defines/00_defines.txt @@ -632,7 +632,7 @@ NArmy = { MINIMUM_COUNTY_MOVEMENT_ATTRITION = 100 REGIMENT_DEFAULT_STACK_SIZE = 100 REGIMENT_DEFAULT_MAX_SIZE = 3 # Number of regiment chunks - REGIMENT_MAA_CAP_BY_TIER = { 0 1 2 3 4 5 6 } + REGIMENT_MAA_CAP_BY_TIER = { 0 0 0 0 0 0 0 } REGIMENT_MAA_EXTRA_BY_CAP = 0.2 # Percentage [0-1] applied to each MAA regiment by each regiment above the cap REGIMENT_MAA_SHOW_INFO_PERCENTAGE = 0.3 REGIMENT_MAA_STARTING_COUNT = 5