@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 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -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 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -2 } 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 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -3 } 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 } county_culture_modifier = { parameter = use_farmer_republics county_fertility_decline_add = -4 } 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 } } }