######################################## # EUROPA ######################################## ########## # Leuven University ########## leuven_university_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_temple_of_uppsala.dds" can_construct_potential = { scope:holder = { highest_held_title_tier >= tier_duchy prestige_level >= 4 } county = { development_level >=30 } } cost_gold = 1500 effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } county_holder_character_modifier = { learning_per_prestige_level = 1 monthly_dynasty_prestige = 0.30 prestige_level_impact_mult = 0.15 monthly_lifestyle_xp_gain_mult = 0.15 cultural_head_fascination_mult = 0.05 } county_modifier = { development_growth = 0.25 development_growth_factor = 0.20 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # Court of Europa ########## court_of_europa_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_despot_palace.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder = { prestige_level >= 4 highest_held_title_tier >= tier_duchy } scope:holder.culture = { has_innovation = innovation_manorialism } building_requirement_tribal = no } effect_desc = feast_cost_discount_max_desc cost_gold = 750 county_holder_character_modifier = { monthly_dynasty_prestige = 0.25 monthly_dynasty_prestige_mult = 0.05 monthly_prestige = 0.25 legitimacy_gain_mult = 0.10 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.15 hostile_raid_time = 0.25 } province_modifier = { monthly_income = 2 fort_level = 2 garrison_size = 0.50 defender_holding_advantage = 3 travel_danger = -15 } next_building = court_of_europa_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } court_of_europa_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_despot_palace.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder = { prestige_level >= 4 highest_held_title_tier >= tier_duchy } scope:holder.culture = { has_innovation = innovation_windmills } } effect_desc = feast_cost_discount_max_desc cost_gold = 2000 county_holder_character_modifier = { diplomacy_per_prestige_level = 1 monthly_lifestyle_xp_gain_mult = 0.10 monthly_dynasty_prestige = 0.50 monthly_dynasty_prestige_mult = 0.10 monthly_prestige = 0.50 legitimacy_gain_mult = 0.15 } county_modifier = { tax_mult = 0.20 development_growth = 0.20 development_growth_factor = 0.25 hostile_raid_time = 0.75 } province_modifier = { monthly_income = 3.50 fort_level = 5 garrison_size = 1 defender_holding_advantage = 5 travel_danger = -20 } ai_value = { base = 100 ai_general_building_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # Walls of Nijmegen ########## walls_of_nijmegen_01 = { construction_time = very_slow_construction_time type_icon = "toledo.dds" can_construct_potential = { scope:holder.culture = { has_innovation = innovation_mottes } building_requirement_tribal = no } cost_gold = 500 county_modifier = { hostile_raid_time = 0.35 development_growth_factor = 0.15 development_growth = 0.15 } province_modifier = { monthly_income = 0.75 fort_level = 2 defender_holding_advantage = 2 garrison_size = 0.15 travel_danger = -15 } type = special flag = travel_point_of_interest_martial } ########## # Port of Amsterdam ########## port_of_amsterdam_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 500 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 1.50 } next_building = port_of_amsterdam_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_amsterdam_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 1000 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 4 } next_building = port_of_amsterdam_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_amsterdam_03 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 2000 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 } province_modifier = { monthly_income = 9 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Port of Antwerpen ########## port_of_antwerpen_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 1 } next_building = port_of_antwerpen_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_antwerpen_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 800 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 3 } next_building = port_of_antwerpen_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_antwerpen_03 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 } province_modifier = { monthly_income = 7.50 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Zone Rouge - Area filled with unexlpoded munition and other dangerous things left from WW1, as of today its still dangerous and decomposing might take a few thousand years ; cannot be properly cleared without modern equipment ########## zone_rouge_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_poppy.dds" can_construct_potential = { } cost_gold = 50 county_modifier = { development_growth_factor = -0.10 tax_mult = -0.05 county_opinion_add = -5 } province_modifier = { travel_danger = 20 defender_holding_advantage = 1 holding_build_gold_cost = 0.15 build_gold_cost = 0.15 build_speed = 0.15 supply_limit_mult = -0.20 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_natural_feature } ########## # Verdun Memorial ########## verdun_memorial_01 = { effect_desc = { triggered_desc = { trigger = { has_dlc_feature = legends_of_the_dead } desc = building_funeral_effect_desc } } construction_time = very_slow_construction_time type_icon = "icon_building_verdun.dds" can_construct_potential = { scope:holder = { OR = { religion = religion:europeanist_religion } } } is_enabled = { scope:holder = { OR = { religion = religion:europeanist_religion } } } cost_gold = 750 county_holder_character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 holy_order_hire_cost_mult = -0.10 clergy_opinion = 5 } county_modifier = { tax_mult = 0.15 development_growth_factor = 0.15 development_growth = 0.1 county_opinion_add = 5 } province_modifier = { monthly_income = 1.50 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ######################################## # FRANCE ######################################## ########## # Tour Eiffel / Eiffel Tower - only the first story remain, due to technology wont be able to be reconstructed, only maintained ########## tour_eiffel_01 = { constrcution_time = very_slow_construction_time type_icon = "tour_eiffel.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1000 county_holder_character_modifier = { monthly_prestige = 1 monthly_piety_gain_mult = 0.1 monthly_dynasty_prestige = 0.25 monthly_dynasty_prestige_mult = 0.05 legitimacy_gain_mult = 0.05 diplomacy_per_prestige_level = 1 } county_modifier = { tax_mult = 0.2 development_growth = 0.25 development_growth_factor = 0.2 county_opinion_add = 10 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # Napoleon's line - series of repurposed Napoleonic forts near Paris (mostly constructed post-event) ########## napoleon_line_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_visby_ringmur.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1000 county_modifier = { hostile_raid_time = 0.25 development_growth_factor = 0.10 development_growth = 0.10 } province_modifier = { monthly_income = 0.50 fort_level = 2 defender_holding_advantage = 2 garrison_size = 0.25 travel_danger = -10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } next_building = napoleon_line_02 type = special flag = travel_point_of_interest_martial } napoleon_line_02 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_york_walls.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { highest_held_title_tier >= tier_duchy } cost_gold = 1500 county_holder_character_modifier = { martial_per_prestige_level = 1 } county_modifier = { hostile_raid_time = 0.5 development_growth_factor = 0.20 development_growth = 0.20 county_opinion_add = 10 } province_modifier = { monthly_income = 1.50 fort_level = 5 defender_holding_advantage = 5 garrison_size = 0.35 travel_danger = -20 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Palace of Versailles - mostly broken down and most of the gold was robbed ########## palace_versailles_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_versailles.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder = { prestige_level >= 4 highest_held_title_tier >= tier_duchy } scope:holder.culture = { has_innovation = innovation_bailiffs } } effect_desc = feast_cost_discount_max_desc cost_gold = 500 county_holder_character_modifier = { monthly_dynasty_prestige = 0.15 monthly_dynasty_prestige_mult = 0.05 monthly_prestige = 0.20 courtly_tax_contribution_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.15 } province_modifier = { monthly_income = 1 } next_building = palace_versailles_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } palace_versailles_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_versailles.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder = { prestige_level >= 4 highest_held_title_tier >= tier_duchy } scope:holder.culture = { has_innovation = innovation_guilds } } effect_desc = feast_cost_discount_max_desc cost_gold = 1000 county_holder_character_modifier = { monthly_dynasty_prestige = 0.25 monthly_dynasty_prestige_mult = 0.1 monthly_prestige = 0.35 legitimacy_gain_mult = 0.05 courtly_tax_contribution_mult = 0.10 diplomacy_per_prestige_level = 1 } county_modifier = { tax_mult = 0.15 development_growth = 0.15 development_growth_factor = 0.20 county_opinion_add = 5 } province_modifier = { monthly_income = 2 } next_building = palace_versailles_03 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } palace_versailles_03 = { construction_time = very_slow_construction_time type_icon = "icon_building_versailles.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } scope:holder = { prestige_level >= 4 highest_held_title_tier >= tier_duchy } scope:holder.culture = { has_innovation = innovation_noblesse_oblige} } effect_desc = feast_cost_discount_max_desc cost_gold = 2000 county_holder_character_modifier = { monthly_dynasty_prestige = 0.35 monthly_dynasty_prestige_mult = 0.15 monthly_prestige = 0.50 legitimacy_gain_mult = 0.10 courtly_tax_contribution_mult = 0.15 diplomacy_per_prestige_level = 1 } county_modifier = { tax_mult = 0.25 development_growth = 0.25 development_growth_factor = 0.30 county_opinion_add = 10 } province_modifier = { monthly_income = 3.50 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # Port of Calais ########## port_of_calais_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 500 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 1.50 } next_building = port_of_calais_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_calais_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 1000 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 4 } next_building = port_of_calais_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_calais_03 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 2000 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 } province_modifier = { monthly_income = 9 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Académie de l'Absurde - post-event university established by Isildur ########## academie_labsurde_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_cluny_abbey.dds" can_construct_potential = { scope:holder = { highest_held_title_tier >= tier_duchy prestige_level >= 4 } county = { development_level >=30 } } cost_gold = 1500 effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } county_holder_character_modifier = { learning_per_prestige_level = 1 monthly_dynasty_prestige = 0.30 prestige_level_impact_mult = 0.15 monthly_lifestyle_xp_gain_mult = 0.15 cultural_head_fascination_mult = 0.05 } county_modifier = { development_growth = 0.25 development_growth_factor = 0.20 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # Palace of Fontainebleau ########## palace_fontainebleau_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_fountainebleau.dds" can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 02 } scope:holder = { prestige_level >= 4 highest_held_title_tier >= tier_duchy } scope:holder.culture = { has_innovation = innovation_bailiffs } building_requirement_tribal = no } effect_desc = feast_cost_discount_max_desc cost_gold = 500 county_holder_character_modifier = { monthly_dynasty_prestige = 0.10 monthly_dynasty_prestige_mult = 0.05 monthly_prestige = 0.15 courtly_tax_contribution_mult = 0.05 } county_modifier = { tax_mult = 0.05 development_growth = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 0.75 } next_building = palace_fontainebleau_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } palace_fontainebleau_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_fountainebleau.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder = { prestige_level >= 4 highest_held_title_tier >= tier_duchy } scope:holder.culture = { has_innovation = innovation_guilds } } effect_desc = feast_cost_discount_max_desc cost_gold = 800 county_holder_character_modifier = { monthly_dynasty_prestige = 0.20 monthly_dynasty_prestige_mult = 0.1 monthly_prestige = 0.25 legitimacy_gain_mult = 0.05 courtly_tax_contribution_mult = 0.10 diplomacy_per_prestige_level = 1 } county_modifier = { tax_mult = 0.10 development_growth = 0.15 development_growth_factor = 0.15 county_opinion_add = 5 } province_modifier = { monthly_income = 1.50 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # University of Montpellier ########## montpellier_university_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_temple_of_uppsala.dds" can_construct_potential = { scope:holder = { highest_held_title_tier >= tier_duchy prestige_level >= 4 } county = { development_level >=30 } } cost_gold = 1500 effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } county_holder_character_modifier = { learning_per_prestige_level = 1 monthly_dynasty_prestige = 0.30 prestige_level_impact_mult = 0.15 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.1 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.2 } province_modifier = { monthly_income = 0.50 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # Capitole de Toulouse - administrative center of Southern France ########## capitole_toulouse_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_palace_of_achen.dds" can_construct_potential = { building_requirement_tribal = no } effect_desc = feast_cost_discount_max_desc cost_gold = 1000 county_holder_character_modifier = { diplomacy_per_prestige_level = 1 monthly_prestige = 0.35 legitimacy_gain_mult = 0.05 } county_modifier = { tax_mult = 0.15 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 1.50 garrison_size = 0.15 } ai_value = { base = 100 ai_general_building_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # Château de Bretagne - center of Britanny ; post event ########## chateau_bretagne_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_building_leisure_palace.dds" can_construct_potential = { building_requirement_tribal = no } effect_desc = feast_cost_discount_max_desc cost_gold = 500 county_holder_character_modifier = { monthly_dynasty_prestige_mult = 0.05 monthly_prestige_gain_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.15 } province_modifier = { monthly_income = 1 } next_building = chateau_bretagne_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } chateau_bretagne_02 = { constrcution_time = very_slow_construction_time type_icon = "icon_building_leisure_palace.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder = { prestige_level >= 4 highest_held_title_tier >= tier_duchy } scope:holder.culture = { has_innovation = innovation_guilds } } effect_desc = feast_cost_discount_max_desc cost_gold = 1000 county_holder_character_modifier = { monthly_dynasty_prestige = 0.10 monthly_dynasty_prestige_mult = 0.15 monthly_prestige_gain_mult = 0.15 monthly_prestige = 0.25 courtly_tax_contribution_mult = 0.05 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # Fort de Bordeaux - post-event, large fort/naval fort ########## fort_de_bordeaux_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_walls_of_genoa.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1500 county_holder_character_modifier = { martial_per_prestige_level = 1 } county_modifier = { tax_mult = 0.25 development_growth = 0.20 development_growth_factor = 0.25 hostile_raid_time = 0.50 } province_modifier = { monthly_income = 2.50 fort_level = 4 defender_holding_advantage = 5 stationed_maa_damage_mult = 0.20 stationed_maa_toughness_mult = 0.20 garrison_size = 0.20 travel_danger = -15 } ai_value = { base = 100 ai_general_building_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Fortified Port of Monaco ########## fortified_port_of_monaco_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 hostile_raid_time = 0.25 } province_modifier = { monthly_income = 1 fort_level = 1 defender_holding_advantage = 2 stationed_maa_damage_mult = 0.05 stationed_maa_toughness_mult = 0.05 garrison_size = 0.10 travel_danger = -10 } next_building = fortified_port_of_monaco_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_monaco_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 800 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 hostile_raid_time = 0.35 } province_modifier = { monthly_income = 3 fort_level = 2 defender_holding_advantage = 3 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 garrison_size = 0.15 travel_danger = -15 } next_building = fortified_port_of_monaco_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_monaco_03 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 hostile_raid_time = 0.50 } province_modifier = { monthly_income = 7.50 fort_level = 4 defender_holding_advantage = 5 stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.15 garrison_size = 0.25 travel_danger = -20 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Port of La Rochelle ########## port_of_la_rochelle_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 1 } next_building = port_of_la_rochelle_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_la_rochelle_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 800 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 3 } next_building = port_of_la_rochelle_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_la_rochelle_03 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 } province_modifier = { monthly_income = 7.50 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Mont-Saint-Michel ########## mont_saint_michel_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_mont_st_michel.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 750 county_holder_character_modifier = { monthly_piety = 0.20 holy_order_hire_cost_mult = -0.10 clergy_opinion = 5 } county_modifier = { tax_mult = 0.15 development_growth = 0.15 development_growth_factor = 0.15 hostile_raid_time = 0.50 } province_modifier = { monthly_income = 1.50 fort_level = 4 defender_holding_advantage = 5 stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.15 garrison_size = 0.15 travel_danger = -20 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ######################################## # IBERIA ######################################## ########## # Fortress Monastery of Andorra ########## fortress_andorra_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_falak_ol_aflak_citadel.dds" can_construct_potential = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } } is_enabled = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } } cost_gold = 1000 character_modifier = { monthly_piety_gain_mult = 0.1 zealot_opinion = 5 } county_modifier = { hostile_raid_time = 0.5 } province_modifier = { fort_level = 4 defender_holding_advantage = 4 monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Statue of Clorinda - the spanish-morrocan tomboy hero of fame and fortune, saving the last bonaparte around the border ########## statue_clorinda_01 = { asset = { type = pdxmesh name = "fp4_legendary_mediterranean_monument_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_building_legendary_statue.dds" is_enabled = { alw ays = yes } constrcution_time = very_slow_construction_time cost = { gold = 1000 } character_modifier = { glory_hound_opinion = 5 glory_hound_tax_contribution_mult = 0.05 monthly_dynasty_prestige_mult = 0.1 monthly_prestige_gain_mult = 0.2 } county_modifier = { county_opinion_add = 5 } province_modifier = { stationed_maa_damage_add = 20 stationed_maa_damage_mult = 0.15 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Sagrada Familia ########## sagrada_familia_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_cologne_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.35 monthly_piety_gain_mult = 0.10 holy_order_hire_cost_mult = -0.15 clergy_opinion = 5 monthly_county_control_growth_factor = 0.10 } county_modifier = { tax_mult = 0.20 development_growth_factor = 0.15 development_growth = 0.20 } province_modifier = { monthly_income = 2.50 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Cathedral de Santiago de Compostela ########## holy_site_basilica_santiago_01 = { asset = { type = pdxmesh name = "fp2_building_special_basilica_santiago_mesh" } construction_time = very_slow_construction_time type_icon = "compostela.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_muslim_christian_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_dynasty_prestige_mult = 0.05 holy_order_hire_cost_mult = -0.15 clergy_opinion = 5 learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value } county_modifier = { tax_mult = 0.3 development_growth_factor = 0.2 development_growth = 0.2 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # The Grand Cathedral of Seville - center of the Sevillian church ########## cathedral_seville_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_saint_lazarus.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.50 monthly_piety_gain_mult = 0.15 holy_order_hire_cost_mult = -0.10 clergy_opinion = 10 } county_modifier = { tax_mult = 0.3 development_growth_factor = 0.2 development_growth = 0.2 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Tomb of Thez the Mighty (Faro) ########## tomb_thez_mighty_01 = { asset = { type = pdxmesh name = "fp3_building_special_tomb_of_cyrus_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_tomb_of_cyrus.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1000 character_modifier = { close_relative_opinion = 10 negate_health_penalty_add = 0.1 monthly_dynasty_prestige_mult = 0.05 } province_modifier = { monthly_income = 1 } county_modifier = { monthly_county_control_growth_add = 0.5 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Belém Tower (Lisbon, NOT Brazil) ########## belem_tower_01 = { asset = { type = pdxmesh name = "fp4_legendary_western_watchtower_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_building_legendary_watchtower.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 500 character_modifier = { monthly_prestige = 0.15 } county_modifier = { development_growth = 0.10 development_growth_factor = 0.15 hostile_raid_time = 0.25 } province_modifier = { defender_holding_advantage = 2 fort_level = 2 monthly_income = 1 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 } max_garrison = 350 next_building = belem_tower_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } belem_tower_02 = { asset = { type = pdxmesh name = "fp4_legendary_western_watchtower_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_building_legendary_watchtower.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 500 character_modifier = { monthly_prestige = 0.50 } county_modifier = { development_growth = 0.20 development_growth_factor = 0.25 tax_mult = 0.10 hostile_raid_time = 0.50 } province_modifier = { defender_holding_advantage = 6 fort_level = 4 monthly_income = 2.50 stationed_maa_damage_mult = 0.20 stationed_maa_toughness_mult = 0.20 travel_danger = -10 } max_garrison = 750 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # Toledo Steelworks ########## toledo_steelworks_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_powder_magazine.dds" effect_desc = windfurnaces_effects_desc can_construct_potential = { building_requirement_tribal = no } cost_gold = 750 character_modifier = { knight_effectiveness_mult = 0.05 } county_modifier = { development_growth = 0.10 development_growth_factor = 0.10 tax_mult = 0.10 } province_modifier = { stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.15 stationed_siege_weapon_siege_value_mult = 0.10 monthly_income = 1 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes directive_to_build_military_modifier = yes } next_building = toledo_steelworks_02 type = special flag = travel_point_of_interest_martial flag = travel_point_of_interest_economic } toledo_steelworks_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_powder_magazine.dds" effect_desc = windfurnaces_effects_desc can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 character_modifier = { knight_effectiveness_mult = 0.10 stewardship_per_prestige_level = 1 } county_modifier = { development_growth = 0.20 development_growth_factor = 0.25 tax_mult = 0.25 } province_modifier = { stationed_maa_damage_mult = 0.40 stationed_maa_toughness_mult = 0.40 stationed_siege_weapon_siege_value_mult = 0.25 monthly_income = 2.50 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes directive_to_build_military_modifier = yes } next_building = toledo_steelworks_03 type = special flag = travel_point_of_interest_martial flag = travel_point_of_interest_economic } toledo_steelworks_03 = { construction_time = very_slow_construction_time type_icon = "icon_building_powder_magazine.dds" effect_desc = windfurnaces_effects_desc can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } building_requirement_castle_city_church = { LEVEL = 04 } } cost_gold = 2500 character_modifier = { knight_effectiveness_mult = 0.15 stewardship_per_prestige_level = 2 martial_per_prestige_level = 1 } county_modifier = { development_growth = 0.30 development_growth_factor = 0.35 tax_mult = 0.35 } province_modifier = { stationed_maa_damage_mult = 0.80 stationed_maa_toughness_mult = 0.80 stationed_siege_weapon_siege_value_mult = 0.50 monthly_income = 5 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes directive_to_build_military_modifier = yes } type = special flag = travel_point_of_interest_martial flag = travel_point_of_interest_economic } ########## # The Great Cathedral-Mosque of Cordoba ########## cathedral_mosque_cordoba_01 = { asset = { type = pdxmesh name = "monument_mezquita_de_cordoba_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_great_mosque_of_cordoba.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { OR = { scope:holder = { religion = religion:islam_religion } scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.35 monthly_piety_gain_mult = 0.10 holy_order_hire_cost_mult = -0.15 clergy_opinion = 5 monthly_county_control_growth_factor = 0.10 } county_modifier = { tax_mult = 0.20 development_growth_factor = 0.15 development_growth = 0.20 } province_modifier = { monthly_income = 2.50 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Almeria Castle ########## almeria_castle_01 = { asset = { type = pdxmesh name = "fp2_building_special_alcazar_de_segovia_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "alcazar_segovia.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 martial_per_prestige_level = 1 } county_modifier = { tax_mult = 0.05 monthly_county_control_growth_add = 0.5 } province_modifier = { defender_holding_advantage = 6 fort_level = 4 stationed_maa_damage_mult = 0.20 stationed_maa_toughness_mult = 0.20 stationed_siege_weapon_siege_value_mult = 0.15 travel_danger = -20 } max_garrison = 500 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Alhambra (vanilla) ########## alhambra_01 = { asset = { type = pdxmesh name = "fp2_building_special_alhambra_01_mesh" } construction_time = very_slow_construction_time effect_desc = feast_cost_discount_max_desc type_icon = "icon_structure_alhambra.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 2000 character_modifier = { monthly_prestige_gain_mult = 0.10 } county_modifier = { development_growth = 0.3 development_growth_factor = 0.25 monthly_county_control_growth_add = 1 } province_modifier = { defender_holding_advantage = 6 fort_level = 6 monthly_income = 2 stationed_maa_damage_mult = 0.20 stationed_maa_toughness_mult = 0.20 stationed_siege_weapon_siege_value_mult = 0.15 travel_danger = -20 } max_garrison = 750 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # Alcazar de Segovia (vanilla) ########## alcazar_of_segovia_01 = { asset = { type = pdxmesh name = "fp2_building_special_alcazar_de_segovia_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "alcazar_segovia.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 martial_per_prestige_level = 1 } county_modifier = { tax_mult = 0.05 monthly_county_control_growth_add = 0.5 } province_modifier = { defender_holding_advantage = 6 fort_level = 4 stationed_maa_damage_mult = 0.20 stationed_maa_toughness_mult = 0.20 stationed_siege_weapon_siege_value_mult = 0.15 travel_danger = -20 } max_garrison = 500 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Farum Brigantium (vanilla) ########## tower_of_hercules_01 = { asset = { type = pdxmesh name = "fp2_building_special_tower_of_hercules_mesh" } construction_time = very_slow_construction_time type_icon = "hercules.dds" can_construct_potential = { } cost_gold = 300 character_modifier = { naval_movement_speed_mult = 0.25 embarkation_cost_mult = -0.25 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } ########## # Fortress of Gibraltar ########## fortress_of_gibraltar_01 = { asset = { type = pdxmesh name = "fp2_building_special_rock_of_gibraltar_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_kassiopi_castle.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 500 character_modifier = { martial_per_prestige_level = 1 monthly_prestige = 0.25 } county_modifier = { development_growth = 0.10 development_growth_factor = 0.15 hostile_raid_time = 0.35 } province_modifier = { defender_holding_advantage = 4 fort_level = 3 monthly_income = 1.50 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 } max_garrison = 500 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # Aljaféria Palace (vanilla) ########## aljaferia_palace_01 = { asset = { type = pdxmesh name = "fp2_building_special_aljaferia_mesh" } construction_time = very_slow_construction_time type_icon = "aljaferia.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 diplomacy_per_prestige_level = 1 } county_modifier = { tax_mult = 0.05 monthly_county_control_growth_add = 0.5 } province_modifier = { defender_holding_advantage = 6 fort_level = 4 stationed_maa_damage_mult = 0.20 stationed_maa_toughness_mult = 0.20 stationed_siege_weapon_siege_value_mult = 0.15 travel_danger = -20 } max_garrison = 500 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Universidad Complutense de Madrid ########## madrid_university_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_temple_of_uppsala.dds" can_construct_potential = { scope:holder = { highest_held_title_tier >= tier_duchy prestige_level >= 4 } county = { development_level >=30 } } cost_gold = 1500 effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } county_holder_character_modifier = { learning_per_prestige_level = 1 monthly_dynasty_prestige = 0.30 prestige_level_impact_mult = 0.15 monthly_lifestyle_xp_gain_mult = 0.15 cultural_head_fascination_mult = 0.05 } county_modifier = { development_growth = 0.25 development_growth_factor = 0.20 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # University of Coimbra ########## university_coimbra_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_temple_of_uppsala.dds" can_construct_potential = { scope:holder = { highest_held_title_tier >= tier_duchy prestige_level >= 4 } county = { development_level >=30 } } cost_gold = 1500 effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } county_holder_character_modifier = { learning_per_prestige_level = 1 monthly_dynasty_prestige = 0.30 prestige_level_impact_mult = 0.15 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.1 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.2 } province_modifier = { monthly_income = 0.50 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # Port of Valencia ########## port_of_valencia_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 1 } next_building = port_of_valencia_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_valencia_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 800 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 3 } next_building = port_of_valencia_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_valencia_03 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 } province_modifier = { monthly_income = 7.50 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Fortified port of Porto ########## fortified_port_of_porto_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 hostile_raid_time = 0.25 } province_modifier = { monthly_income = 1 fort_level = 1 defender_holding_advantage = 2 stationed_maa_damage_mult = 0.05 stationed_maa_toughness_mult = 0.05 garrison_size = 0.10 travel_danger = -10 } next_building = fortified_port_of_porto_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_porto_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 800 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 hostile_raid_time = 0.35 } province_modifier = { monthly_income = 3 fort_level = 2 defender_holding_advantage = 3 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 garrison_size = 0.15 travel_danger = -15 } next_building = fortified_port_of_porto_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_porto_03 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 hostile_raid_time = 0.50 } province_modifier = { monthly_income = 7.50 fort_level = 4 defender_holding_advantage = 5 stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.15 garrison_size = 0.25 travel_danger = -20 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Fortress of Pamplona ########## fortress_pamplona_01 = { asset = { type = pdxmesh name = "fp2_building_special_alhambra_01_mesh" } construction_time = very_slow_construction_time effect_desc = feast_cost_discount_max_desc type_icon = "icon_structure_alhambra.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 2000 character_modifier = { monthly_prestige_gain_mult = 0.15 monthly_prestige = 0.25 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.25 monthly_county_control_growth_add = 1 tax_mult = 0.15 } province_modifier = { defender_holding_advantage = 6 fort_level = 4 monthly_income = 1 stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.15 travel_danger = -15 } max_garrison = 750 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # Fortified port of Malaga ########## fortified_port_of_malaga_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 hostile_raid_time = 0.25 } province_modifier = { monthly_income = 1 fort_level = 1 defender_holding_advantage = 2 stationed_maa_damage_mult = 0.05 stationed_maa_toughness_mult = 0.05 garrison_size = 0.10 travel_danger = -10 } next_building = fortified_port_of_malaga_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_malaga_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 800 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 hostile_raid_time = 0.35 } province_modifier = { monthly_income = 3 fort_level = 2 defender_holding_advantage = 3 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 garrison_size = 0.15 travel_danger = -15 } next_building = fortified_port_of_malaga_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_malaga_03 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 hostile_raid_time = 0.50 } province_modifier = { monthly_income = 7.50 fort_level = 4 defender_holding_advantage = 5 stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.15 garrison_size = 0.25 travel_danger = -20 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ######################################## # ALPINREICH ######################################## ########## # Statue of Isildur Bonaparte - in the og mod ########## statue_isildur_01 = { asset = { type = pdxmesh name = "fp4_legendary_mediterranean_monument_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "icon_building_legendary_statue.dds" is_enabled = { alw ays = yes } constrcution_time = very_slow_construction_time cost = { gold = 1000 } character_modifier = { glory_hound_opinion = 5 glory_hound_tax_contribution_mult = 0.05 monthly_dynasty_prestige_mult = 0.1 monthly_prestige_gain_mult = 0.2 } county_modifier = { county_opinion_add = 5 } province_modifier = { stationed_maa_damage_add = 20 stationed_maa_damage_mult = 0.15 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Fourvière - historic core of the city of Lyon ########## fourviere_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_jvari_monastery.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 500 county_holder_character_modifier = { monthly_piety = 0.25 monthly_prestige = 0.25 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.2 tax_mult = 0.25 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning } ########## # University of Zurich ########## university_zurich_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_temple_of_uppsala.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1000 effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } county_holder_character_modifier = { learning_per_prestige_level = 1 monthly_dynasty_prestige = 0.30 prestige_level_impact_mult = 0.15 monthly_lifestyle_xp_gain_mult = 0.15 cultural_head_fascination_mult = 0.05 } county_modifier = { development_growth = 0.25 development_growth_factor = 0.20 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # Capitale de Bern - post-event, big diplomatic and economic hub ########## capitale_bern_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_despot_palace.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1000 effect_desc = feast_cost_discount_max_desc county_holder_character_modifier = { diplomacy_per_prestige_level = 1 monthly_dynasty_prestige = 0.25 monthly_dynasty_prestige_mult = 0.10 monthly_prestige = 0.35 monthly_prestige_gain_mult = 0.15 } county_modifier = { tax_mult = 0.20 development_growth = 0.20 development_growth_factor = 0.20 } province_modifier = { monthly_income = 3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic flag = travel_point_of_interest_economic } ########## # Palais des Nations - UN place, Geneva ########## palais_des_nations_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_holy_wisdom.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1000 effect_desc = feast_cost_discount_max_desc county_holder_character_modifier = { diplomacy_per_prestige_level = 1 monthly_prestige = 0.25 monthly_prestige_gain_mult = 0.10 monthly_piety = 0.25 monthly_piety_gain_mult = 0.20 holy_order_hire_cost_mult = -0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 2.50 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic flag = travel_point_of_interest_economic } ########## # Mountain fortress of Lugano - post-event fortifications ########## mountain_fortress_lugano_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_alamut_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_stone_forts } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 500 county_modifier = { development_growth = 0.10 development_growth_factor = 0.10 monthly_county_control_growth_add = 0.20 tax_mult = 0.05 } province_modifier = { defender_holding_advantage = 4 fort_level = 3 monthly_income = 1 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 travel_danger = -15 } max_garrison = 500 next_building = mountain_fortress_lugano_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } mountain_fortress_lugano_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_alamut_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1000 character_modifier = { martial_per_prestige_level = 1 } county_modifier = { development_growth = 0.15 development_growth_factor = 0.15 monthly_county_control_growth_add = 0.50 tax_mult = 0.10 } province_modifier = { defender_holding_advantage = 6 fort_level = 6 monthly_income = 2.50 stationed_maa_damage_mult = 0.25 stationed_maa_toughness_mult = 0.25 travel_danger = -25 } max_garrison = 1000 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # Mountain fortress of Bolzano ########## mountain_fortress_bolzano_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_alamut_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_stone_forts } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 500 county_modifier = { development_growth = 0.10 development_growth_factor = 0.10 monthly_county_control_growth_add = 0.20 tax_mult = 0.05 } province_modifier = { defender_holding_advantage = 4 fort_level = 3 monthly_income = 1 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 travel_danger = -15 } max_garrison = 500 next_building = mountain_fortress_bolzano_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } mountain_fortress_bolzano_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_alamut_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1000 character_modifier = { martial_per_prestige_level = 1 } county_modifier = { development_growth = 0.15 development_growth_factor = 0.15 monthly_county_control_growth_add = 0.50 tax_mult = 0.10 } province_modifier = { defender_holding_advantage = 6 fort_level = 6 monthly_income = 2.50 stationed_maa_damage_mult = 0.25 stationed_maa_toughness_mult = 0.25 travel_danger = -25 } max_garrison = 1000 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # Mountain Fortress of Innsbruck ########## mountain_fortress_innsbruck_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_alamut_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_stone_forts } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 500 county_modifier = { development_growth = 0.10 development_growth_factor = 0.10 monthly_county_control_growth_add = 0.20 tax_mult = 0.05 } province_modifier = { defender_holding_advantage = 4 fort_level = 3 monthly_income = 1 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 travel_danger = -15 } max_garrison = 500 next_building = mountain_fortress_innsbruck_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } mountain_fortress_innsbruck_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_alamut_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1000 character_modifier = { martial_per_prestige_level = 1 } county_modifier = { development_growth = 0.15 development_growth_factor = 0.15 monthly_county_control_growth_add = 0.50 tax_mult = 0.10 } province_modifier = { defender_holding_advantage = 6 fort_level = 6 monthly_income = 2.50 stationed_maa_damage_mult = 0.25 stationed_maa_toughness_mult = 0.25 travel_danger = -25 } max_garrison = 1000 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ######################################## # ITALIA ######################################## ########## # Plaza de Toros (Palma - Mallorca) - bull fighting arena ########## plaza_de_toros_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_dau.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 750 county_modifier = { hostile_raid_time = 0.15 county_opinion_add = 10 tax_mult = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 1 fort_level = 1 defender_holding_advantage = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } next_building = plaza_de_toros_02 type = special flag = travel_point_of_interest_economic } plaza_de_toros_02 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_dau.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1000 county_holder_character_modifier = { monthly_prestige_gain_mult = 0.10 monthly_prestige = 0.20 stewardship_per_prestige_level = 1 } county_modifier = { hostile_raid_time = 0.25 county_opinion_add = 20 tax_mult = 0.15 development_growth = 0.15 development_growth_factor = 0.15 } province_modifier = { monthly_income = 3 fort_level = 2 defender_holding_advantage = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Leaning Tower of Pisa ########## leaning_tower_of_pisa_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_building_legendary_watchtower.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 500 county_holder_character_modifier = { monthly_prestige = 0.50 monthly_prestige_gain_mult = 0.25 diplomacy_per_prestige_level = 1 } county_modifier = { tax_mult = 0.10 development_growth = 0.15 development_growth_factor = 0.15 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # Galleria Vittorio Emanuele II - MAJOR trade hub ########## galleria_vittorio_emanuele_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_special_silk_road_market.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } cost_gold = 500 county_holder_character_modifier = { monthly_prestige = 0.20 monthly_prestige_gain_mult = 0.10 } county_modifier = { tax_mult = 0.15 development_growth = 0.15 development_growth_factor = 0.15 } province_modifier = { monthly_income = 2 } next_building = galleria_vittorio_emanuele_02 ai_value = { base = 100 ai_general_building_modifier = yes } type = special flag = travel_point_of_interest_economic } galleria_vittorio_emanuele_02 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_special_silk_road_market.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 500 county_holder_character_modifier = { monthly_prestige = 0.35 monthly_prestige_gain_mult = 0.15 stewardship_per_prestige_level = 1 } county_modifier = { tax_mult = 0.25 development_growth = 0.25 development_growth_factor = 0.25 } province_modifier = { monthly_income = 5 } next_building = galleria_vittorio_emanuele_03 ai_value = { base = 100 ai_general_building_modifier = yes } type = special flag = travel_point_of_interest_economic } galleria_vittorio_emanuele_03 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_special_silk_road_market.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } building_requirement_castle_city_church = { LEVEL = 04 } } cost_gold = 500 county_holder_character_modifier = { monthly_prestige = 0.50 monthly_prestige_gain_mult = 0.25 stewardship_per_prestige_level = 1 } county_modifier = { tax_mult = 0.35 development_growth = 0.35 development_growth_factor = 0.35 } province_modifier = { monthly_income = 10 } ai_value = { base = 100 ai_general_building_modifier = yes } type = special flag = travel_point_of_interest_economic } ########## # Royal Palace of Turin ########## royal_palace_torino_01 = { construction_time = very_slow_construction_time type_icon = "domicile_building_estate.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } effect_desc = feast_cost_discount_max_desc cost_gold = 1000 county_holder_character_modifier = { diplomacy_per_prestige_level = 1 monthly_dynasty_prestige = 0.20 monthly_dynasty_prestige_mult = 0.10 monthly_prestige = 0.20 } county_modifier = { tax_mult = 0.20 development_growth = 0.20 development_growth_factor = 0.20 } province_modifier = { monthly_income = 2.50 } ai_value = { base = 100 ai_general_building_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_diplomatic } ########## # Monte Cassino Monastery ########## monte_cassino_monastery_01 = { asset = { type = pdxmesh name = ep3_saint_catherine_monastery_mesh } construction_time = slow_construction_time type_icon = "icon_structure_saint_catherine.dds" cost_gold = 1000 can_construct = { } is_enabled = { OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion } } character_modifier = { monthly_piety = 0.3 religious_vassal_opinion = 5 monthly_county_control_growth_factor = 0.2 monthly_lifestyle_xp_gain_mult = 0.10 cultural_head_fascination_mult = 0.10 zealot_opinion = 5 clergy_opinion = 5 } county_modifier = { development_growth = 0.15 development_growth_factor = 0.15 tax_mult = 0.20 } province_modifier = { monthly_income = 1 fort_level = 2 defender_holding_advantage = 5 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t3_effect = yes } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Doge's Palace (vanilla) ########## doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly here to make Venice awesome, so... construction_time = very_slow_construction_time effect_desc = feast_cost_discount_max_desc type_icon = "icon_structure_doges_palace.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { scope:holder = { custom_tooltip = { text = government_is_not_republic_or_admin_desc OR = { government_has_flag = government_is_republic government_has_flag = government_is_urepublic government_has_flag = government_is_prepublic government_has_flag = government_is_administrative } } } } cost_gold = 1000 county_holder_character_modifier = { monthly_influence = 0.50 monthly_influence_mult = 0.25 } county_modifier = { development_growth_factor = 0.30 development_growth = 0.30 hostile_raid_time = 0.50 } province_modifier = { garrison_size = 1 fort_level = 3 levy_size = 1 monthly_income = 4 defender_holding_advantage = 10 travel_danger = -20 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # University of Bologna ########## university_bologna_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_temple_of_uppsala.dds" can_construct_potential = { building_requirement_tribal = no building_university_requirement = yes } can_construct = { } effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } cost_gold = 1000 character_modifier = { learning_per_prestige_level = 1 stewardship_per_prestige_level = 1 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.05 monthly_prestige = 0.25 } county_modifier = { tax_mult = 0.10 development_growth_factor = 0.20 development_growth = 0.20 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # University of Seina (vanilla) ########## siena_university_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_university_of_siena.dds" can_construct_potential = { building_requirement_tribal = no building_university_requirement = yes } can_construct = { } effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } cost_gold = 1000 character_modifier = { learning_per_prestige_level = 1 intrigue_per_prestige_level = 1 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.05 monthly_dynasty_prestige = 0.25 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.3 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # St. Peters Basilica - Vaticano, center of Roman Catholicism ########## st_peters_basilica_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_dome_of_the_rock.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.50 monthly_piety_gain_mult = 0.15 holy_order_hire_cost_mult = -0.10 clergy_opinion = 10 } county_modifier = { tax_mult = 0.3 development_growth_factor = 0.2 development_growth = 0.2 } province_modifier = { monthly_income = 3 fort_level = 2 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # The Colosseum - slightly adjusted bonuses ########## the_colosseum_01 = { asset = { type = pdxmesh name = "building_special_colosseum_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_colosseum.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 character_modifier = { army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum building itself } province_modifier = { build_speed = -0.1 # 'Stealing' the metal from the colosseum building itself } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Sant Apollinare Nuovo (vanilla – Ravenna) ########## apollinare_nuovo_01 = { asset = { type = pdxmesh name = ep3_basilica_sant_apollinare_nuovo_mesh } construction_time = slow_construction_time type_icon = "icon_structure_apollinare_nuovo.dds" cost_gold = 1000 can_construct = { building_requirement_tribal = no } is_enabled = { custom_description = { OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } character_modifier = { monthly_piety = 0.2 religious_vassal_opinion = 5 monthly_county_control_growth_factor = 0.1 zealot_opinion = 5 clergy_opinion = 5 } county_modifier = { development_growth = 0.25 development_growth_factor = 0.25 county_opinion_add = 10 tax_mult = 0.3 } province_modifier = { monthly_income = 1.50 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t3_effect = yes } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Cattolica di Stilo (vanilla – South Italy) ########## cattolica_stilo_01 = { asset = { type = pdxmesh name = ep3_cattolica_di_stilo_mesh } construction_time = slow_construction_time type_icon = "icon_structure_cattolica_stilo.dds" cost_gold = 750 can_construct = { building_requirement_tribal = no } is_enabled = { custom_description = { OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } character_modifier = { monthly_piety = 0.5 religious_vassal_opinion = 5 zealot_opinion = 5 clergy_opinion = 5 holy_order_hire_cost_mult = -0.15 } county_modifier = { development_growth = 0.15 development_growth_factor = 0.15 tax_mult = 0.1 county_opinion_add = 10 } province_modifier = { monthly_income = 1 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t3_effect = yes } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Palermo Cathedral ########## palermo_cathedral_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_great_mosque_of_cordoba.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.25 monthly_piety_gain_mult = 0.15 holy_order_hire_cost_mult = -0.15 clergy_opinion = 10 } county_modifier = { tax_mult = 0.20 development_growth_factor = 0.20 development_growth = 0.20 } province_modifier = { monthly_income = 2.50 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Great Island Fortress of Malta ########## island_fortress_malta_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_structure_maiden_tower.dds" can_construct_potential = { building_requirement_tribal = no } county_modifier = { hostile_raid_time = 1 development_growth = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 1 fort_level = 4 defender_holding_advantage = 6 garrison_size = 0.10 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 } max_garrison = 500 ai_value = { base = 100 } type = special flag = travel_point_of_interest_martial } ########## # Port of Bari ########## port_of_bari_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 500 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 1.50 } next_building = port_of_bari_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_bari_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 1000 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 4 } next_building = port_of_bari_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } port_of_bari_03 = { construction_time = very_slow_construction_time type_icon = "icon_building_tradeport.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 2000 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 } province_modifier = { monthly_income = 9 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Fortified Port of Ajaccio ########## fortified_port_of_ajaccio_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 hostile_raid_time = 0.25 } province_modifier = { monthly_income = 1 fort_level = 1 defender_holding_advantage = 2 stationed_maa_damage_mult = 0.05 stationed_maa_toughness_mult = 0.05 garrison_size = 0.10 travel_danger = -10 } next_building = fortified_port_of_ajaccio_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_ajaccio_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 800 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 hostile_raid_time = 0.35 } province_modifier = { monthly_income = 3 fort_level = 2 defender_holding_advantage = 3 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 garrison_size = 0.15 travel_danger = -15 } next_building = fortified_port_of_ajaccio_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_ajaccio_03 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 hostile_raid_time = 0.50 } province_modifier = { monthly_income = 7.50 fort_level = 4 defender_holding_advantage = 5 stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.15 garrison_size = 0.25 travel_danger = -20 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Fortified port of Genoa ########## fortified_port_of_genoa_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 hostile_raid_time = 0.25 } province_modifier = { monthly_income = 1 fort_level = 1 defender_holding_advantage = 2 stationed_maa_damage_mult = 0.05 stationed_maa_toughness_mult = 0.05 garrison_size = 0.10 travel_danger = -10 } next_building = fortified_port_of_genoa_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_genoa_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 800 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 hostile_raid_time = 0.35 } province_modifier = { monthly_income = 3 fort_level = 2 defender_holding_advantage = 3 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 garrison_size = 0.15 travel_danger = -15 } next_building = fortified_port_of_genoa_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_genoa_03 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 hostile_raid_time = 0.50 } province_modifier = { monthly_income = 7.50 fort_level = 4 defender_holding_advantage = 5 stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.15 garrison_size = 0.25 travel_danger = -20 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Castel Nuovo (Napoli) ########## castel_nuovo_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_legendary_palace.dds" can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 500 character_modifier = { monthly_prestige_gain_mult = 0.10 } county_modifier = { tax_mult = 0.10 development_growth = 0.05 development_growth_factor = 0.05 } province_modifier = { defender_holding_advantage = 3 fort_level = 2 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 stationed_siege_weapon_siege_value_mult = 0.05 travel_danger = -15 } max_garrison = 500 next_building = castel_nuovo_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } castel_nuovo_02 = { construction_time = very_slow_construction_time type_icon = "icon_building_legendary_palace.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } cost_gold = 1000 character_modifier = { monthly_prestige_gain_mult = 0.25 martial_per_prestige_level = 1 } county_modifier = { tax_mult = 0.20 development_growth = 0.20 development_growth_factor = 0.20 monthly_county_control_growth_add = 0.20 } province_modifier = { defender_holding_advantage = 8 fort_level = 6 stationed_maa_damage_mult = 0.25 stationed_maa_toughness_mult = 0.25 stationed_siege_weapon_siege_value_mult = 0.20 travel_danger = -25 } max_garrison = 1000 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Mountain fortress of Imperia - controlling the path along the coast from It. to Fr. ########## mountain_fortress_imperia_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_alamut_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_stone_forts } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 500 county_modifier = { development_growth = 0.10 development_growth_factor = 0.10 monthly_county_control_growth_add = 0.20 tax_mult = 0.05 } province_modifier = { defender_holding_advantage = 4 fort_level = 3 monthly_income = 1 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 travel_danger = -15 } max_garrison = 500 next_building = mountain_fortress_imperia_02 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } mountain_fortress_imperia_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_alamut_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1000 character_modifier = { martial_per_prestige_level = 1 } county_modifier = { development_growth = 0.15 development_growth_factor = 0.15 monthly_county_control_growth_add = 0.50 tax_mult = 0.10 } province_modifier = { defender_holding_advantage = 6 fort_level = 6 monthly_income = 2.50 stationed_maa_damage_mult = 0.25 stationed_maa_toughness_mult = 0.25 travel_danger = -25 } max_garrison = 1000 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes } type = special flag = travel_point_of_interest_martial } ########## # Cathedral of Saint Marry of the Flower (Florence) ########## duomo_florence_n3ow_01 = { asset = { type = pdxmesh name = "building_special_duomo_florence_04_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_duomo_florence.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } can_construct = { scope:holder.culture = { has_innovation = innovation_cranes } } cost_gold = 1000 county_holder_character_modifier = { stewardship = 1 learning_per_prestige_level = 1 monthly_prestige_gain_mult = 0.2 monthly_piety_gain_mult = 0.2 } county_modifier = { development_growth_factor = 0.20 development_growth = 0.20 tax_mult = 0.20 } province_modifier = { monthly_income = 3 build_speed = -0.15 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Iron Mines of Brescia ########## brescia_mines_01 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 01 } culture = { has_innovation = innovation_crop_rotation } } cost_gold = 400 county_modifier = { tax_mult = 0.05 levy_size = 0.10 development_growth_factor = 0.05 } province_modifier = { monthly_income = 2 stationed_siege_weapon_siege_value_mult = 0.10 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = brescia_mines_02 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine flag = special_mine_iron } brescia_mines_02 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } culture = { has_innovation = innovation_manorialism } } cost_gold = 500 county_modifier = { tax_mult = 0.10 levy_size = 0.20 development_growth_factor = 0.10 } province_modifier = { monthly_income = 3.50 stationed_siege_weapon_siege_value_mult = 0.15 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = brescia_mines_03 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine flag = special_mine_iron } brescia_mines_03 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } culture = { has_innovation = innovation_windmills } } cost_gold = 600 county_modifier = { tax_mult = 0.15 levy_size = 0.30 development_growth_factor = 0.15 } province_modifier = { monthly_income = 5 stationed_siege_weapon_siege_value_mult = 0.20 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = brescia_mines_04 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine flag = special_mine_iron } brescia_mines_04 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } culture = { has_innovation = innovation_cranes } } cost_gold = 700 county_modifier = { tax_mult = 0.20 levy_size = 0.40 development_growth_factor = 0.20 } province_modifier = { monthly_income = 6.50 stationed_siege_weapon_siege_value_mult = 0.25 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine flag = special_mine_iron } ########## # Salt Mines of Cagliari ########## cagliari_mines_01 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 01 } culture = { has_innovation = innovation_crop_rotation } } cost_gold = 400 county_modifier = { tax_mult = 0.05 levy_size = 0.10 development_growth_factor = 0.05 } province_modifier = { monthly_income = 2 stationed_siege_weapon_siege_value_mult = 0.10 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = cagliari_mines_02 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine flag = special_mine_salt } cagliari_mines_02 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } culture = { has_innovation = innovation_manorialism } } cost_gold = 500 county_modifier = { tax_mult = 0.10 levy_size = 0.20 development_growth_factor = 0.10 } province_modifier = { monthly_income = 3.50 stationed_siege_weapon_siege_value_mult = 0.15 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = cagliari_mines_03 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine flag = special_mine_salt } cagliari_mines_03 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } culture = { has_innovation = innovation_windmills } } cost_gold = 600 county_modifier = { tax_mult = 0.15 levy_size = 0.30 development_growth_factor = 0.15 } province_modifier = { monthly_income = 5 stationed_siege_weapon_siege_value_mult = 0.20 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = cagliari_mines_04 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine flag = special_mine_salt } cagliari_mines_04 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } culture = { has_innovation = innovation_cranes } } cost_gold = 700 county_modifier = { tax_mult = 0.20 levy_size = 0.40 development_growth_factor = 0.20 } province_modifier = { monthly_income = 6.50 stationed_siege_weapon_siege_value_mult = 0.25 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine flag = special_mine_salt } ########## # Igrésias Mining Settlement ########## iglesias_mines_01 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 01 } culture = { has_innovation = innovation_crop_rotation } } cost_gold = 400 county_modifier = { tax_mult = 0.04 development_growth_factor = 0.025 } province_modifier = { monthly_income = 1 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = iglesias_mines_02 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine } iglesias_mines_02 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } culture = { has_innovation = innovation_manorialism } } cost_gold = 500 county_modifier = { tax_mult = 0.08 development_growth_factor = 0.05 } province_modifier = { monthly_income = 1.75 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = iglesias_mines_03 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine } iglesias_mines_03 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } culture = { has_innovation = innovation_windmills } } cost_gold = 600 county_modifier = { tax_mult = 0.12 levy_size 0.05 development_growth_factor = 0.10 } province_modifier = { monthly_income = 2.50 stationed_siege_weapon_siege_value_mult = 0.05 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = iglesias_mines_04 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine } iglesias_mines_04 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } culture = { has_innovation = innovation_cranes } } cost_gold = 700 county_modifier = { tax_mult = 0.15 levy_size = 0.20 development_growth_factor = 0.15 } province_modifier = { monthly_income = 6 stationed_siege_weapon_siege_value_mult = 0.15 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine } ########## # Mercury Mines of Monte Amiata (Montepulciano) ########## monte_amiata_mines_01 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 01 } culture = { has_innovation = innovation_crop_rotation } } cost_gold = 400 county_holder_character_modifier = { owned_hostile_scheme_success_chance_add = 10 owned_scheme_secrecy_add = 5 } county_modifier = { tax_mult = 0.05 development_growth_factor = 0.05 } province_modifier = { monthly_income = 1.50 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = monte_amiata_mines_02 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine } monte_amiata_mines_02 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 02 } culture = { has_innovation = innovation_manorialism } } cost_gold = 500 county_holder_character_modifier = { owned_hostile_scheme_success_chance_add = 15 owned_scheme_secrecy_add = 7 } county_modifier = { tax_mult = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 2.50 stationed_siege_weapon_siege_value_mult = 0.05 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = monte_amiata_mines_03 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine } monte_amiata_mines_03 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } culture = { has_innovation = innovation_windmills } } cost_gold = 600 county_holder_character_modifier = { owned_hostile_scheme_success_chance_add = 20 owned_scheme_secrecy_add = 10 } county_modifier = { tax_mult = 0.15 development_growth_factor = 0.15 } province_modifier = { monthly_income = 4 stationed_siege_weapon_siege_value_mult = 0.10 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } next_building = monte_amiata_mines_04 ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine } monte_amiata_mines_04 = { effect_desc = mines_effect_desc asset = { type = pdxmesh name = "building_special_mines_mesh" } type_icon = "icon_structure_mines.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 04 } culture = { has_innovation = innovation_cranes } } cost_gold = 700 county_holder_character_modifier = { owned_hostile_scheme_success_chance_add = 30 owned_scheme_secrecy_add = 15 } county_modifier = { tax_mult = 0.20 development_growth_factor = 0.20 } province_modifier = { monthly_income = 5.50 stationed_siege_weapon_siege_value_mult = 0.15 } province_culture_modifier = { parameter = cupellation_mine_building_bonuses tax_mult = innovation_cupellation_mine_tax_bonus_value } ai_value = { base = 100 } type = special flag = travel_point_of_interest_economic flag = special_mine } ######################################## # BRYTANNYA ######################################## ########## # Croke Park Stadium - one of the largest stadiums in Europe (Dublin) ########## croke_park_01 = { constrcution_time = very_slow_construction_time type_icon = "icon_building_croke.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 750 county_modifier = { hostile_raid_time = 0.25 county_opinion_add = 10 tax_mult = 0.10 development_growth_factor = 0.10 } province_modifier = { monthly_income = 1.50 fort_level = 2 defender_holding_advantage = 3 garrison_size = 0.10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } next_building = croke_park_02 type = special flag = travel_point_of_interest_martial } croke_park_02 = { constrcution_time = very_slow_construction_time type_icon = "icon_building_croke.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { monthly_prestige_gain_mult = 0.10 monthly_prestige = 0.25 martial_per_prestige_level = 1 } county_modifier = { hostile_raid_time = 0.50 county_opinion_add = 20 tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 } province_modifier = { monthly_income = 4 fort_level = 5 defender_holding_advantage = 6 garrison_size = 0.25 travel_danger = -10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Westminster Pyramids ########## westminster_pyramids_01 = { asset = { type = pdxmesh name = "building_special_pyramids_giza_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_the_pyramids.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } cost_gold = 500 county_holder_character_modifier = { monthly_piety = 0.25 learning_per_piety_level = 1 } county_modifier = { county_opinion_add = 5 tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.05 } province_modifier = { monthly_income = 1 build_speed = -0.05 } next_building = westminster_pyramids_02 ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious flag = travel_point_of_interest_learning } westminster_pyramids_02 = { asset = { type = pdxmesh name = "building_special_pyramids_giza_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_the_pyramids.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 1000 county_holder_character_modifier = { monthly_piety = 0.50 monthly_piety_gain_mult = 0.10 monthly_influence = 0.25 learning_per_piety_level = 1 stewardship_per_influence_level = 1 } county_modifier = { county_opinion_add = 10 tax_mult = 0.15 development_growth = 0.15 development_growth_factor = 0.10 } province_modifier = { monthly_income = 3 build_speed = -0.10 } next_building = westminster_pyramids_03 ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious flag = travel_point_of_interest_learning } westminster_pyramids_03 = { asset = { type = pdxmesh name = "building_special_pyramids_giza_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_the_pyramids.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 2000 county_holder_character_modifier = { monthly_piety = 1 monthly_piety_gain_mult = 0.20 monthly_influence = 0.25 monthly_prestige = 0.25 learning_per_piety_level = 1 stewardship_per_influence_level = 1 martial_per_prestige_level = 1 } county_modifier = { county_opinion_add = 10 tax_mult = 0.25 development_growth = 0.20 development_growth_factor = 0.20 } province_modifier = { monthly_income = 5 build_speed = -0.20 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious flag = travel_point_of_interest_learning } ########## # The Tower of London ########## the_tower_of_london_01 = { asset = { type = pdxmesh name = "building_special_tower_of_london_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_tower_of_london.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } cost_gold = 1000 county_holder_character_modifier = { dread_gain_mult = 0.15 } province_modifier = { defender_holding_advantage = 3 fort_level = 3 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 stationed_siege_weapon_siege_value_mult = 0.10 travel_danger = -10 monthly_income = 1 } county_modifier = { development_growth = 0.05 development_growth_factor = 0.05 } max_garrison = 350 next_building = the_tower_of_london_02 ai_value = { base = 100 } type = special flag = travel_point_of_interest_martial } the_tower_of_london_02 = { asset = { type = pdxmesh name = "building_special_tower_of_london_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_tower_of_london.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { dread_gain_mult = 0.3 } province_modifier = { defender_holding_advantage = 6 fort_level = 6 stationed_maa_damage_mult = 0.25 stationed_maa_toughness_mult = 0.25 stationed_siege_weapon_siege_value_mult = 0.25 travel_danger = -20 monthly_income = 3.50 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.2 tax_mult = 0.1 } max_garrison = 1000 ai_value = { ai_value = { base = 10 culture_likely_to_fortify_modifier = yes modifier = { factor = 5 scope:holder = { culture = { has_cultural_parameter = ai_more_likely_to_castle } } } modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } } type = special flag = travel_point_of_interest_martial } ########## # Tower Bridge ########## #tower_bridge_01 = { # # construction_time = very_slow_construction_time # # type_icon = "icon_structure_london_bridge.dds" # # can_construct_potential = { # building_requirement_tribal = no # } # # can_construct = { # } # # cost_gold = 1000 # # character_modifier = { # cultural_head_fascination_mult = 0.10 # parochial_opinion = 5 # legitimacy_gain_mult = 0.1 # } # province_modifier = { # travel_danger = -30 # } # county_modifier = { # development_growth = 0.25 # development_growth_factor = 0.15 # tax_mult = 0.1 # county_opinion_add = 10 # } # # ai_value = { # base = 100 # modifier = { # Fill all building slots before going for special buildings # factor = 0 # free_building_slots > 0 # } # } # # type = special # # flag = travel_point_of_interest_economic #} ########## # Windsor Castle ########## windsor_castle_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_aurelian_walls.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } cost_gold = 1000 county_holder_character_modifier = { martial_per_influence_level = 1 monthly_influence = 0.50 monthly_influence_mult = 0.10 } county_modifier = { development_growth = 0.10 development_growth_factor = 0.05 } province_modifier = { defender_holding_advantage = 3 fort_level = 3 monthly_income = 0.50 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Harlech Castle ########## harlech_castle_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_kassiopi_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } cost_gold = 1000 county_holder_character_modifier = { martial_per_prestige_level = 1 monthly_prestige = 0.05 } county_modifier = { tax_mult = 0.05 development_growth = 0.05 development_growth_factor = 0.05 } province_modifier = { defender_holding_advantage = 4 fort_level = 2 monthly_income = 0.35 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } next_building = harlech_castle_02 type = special flag = travel_point_of_interest_martial } harlech_castle_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_kassiopi_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1000 county_holder_character_modifier = { martial_per_prestige_level = 2 monthly_prestige = 0.35 monthly_prestige_gain_mult = 0.10 prestige_level_impact_mult = 0.05 } county_modifier = { tax_mult = 0.15 development_growth = 0.15 development_growth_factor = 0.10 } province_modifier = { defender_holding_advantage = 8 fort_level = 6 monthly_income = 2 stationed_maa_damage_mult = 0.25 stationed_maa_toughness_mult = 0.25 stationed_siege_weapon_siege_value_mult = 0.15 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Edinburgh Castle ########## edinburgh_castle_01 = { construction_time = very_slow_construction_time type_icon = "icon_building_legendary_palace.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { building_requirement_castle_city_church = { LEVEL = 03 } scope:holder.culture = { has_innovation = innovation_castle_baileys } } cost_gold = 1000 character_modifier = { monthly_prestige = 0.15 } county_modifier = { tax_mult = 0.20 development_growth = 0.20 development_growth_factor = 0.15 monthly_county_control_growth_add = 0.10 } province_modifier = { defender_holding_advantage = 5 fort_level = 5 stationed_maa_damage_mult = 0.20 stationed_maa_toughness_mult = 0.20 stationed_siege_weapon_siege_value_mult = 0.20 travel_danger = -15 } max_garrison = 750 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Canterbury Cathedral ########## holy_site_canterbury_cathedral_01 = { construction_time = very_slow_construction_time asset = { type = pdxmesh name = "ep2_building_special_canterbury_02_mesh" } type_icon = "icon_structure_canterbury_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } show_disabled = yes cost_gold = 100 character_modifier = { monthly_piety = 0.05 monthly_county_control_growth_factor = -0.05 christianity_religion_opinion = -10 } county_modifier = { tax_mult = -0.05 development_growth_factor = -0.10 development_growth = -0.05 county_opinion_add = -5 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t3_effect = yes } next_building = holy_site_canterbury_cathedral_02 ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } holy_site_canterbury_cathedral_02 = { effect_desc = { triggered_desc = { trigger = { has_dlc_feature = legends_of_the_dead } desc = building_funeral_effect_desc } } construction_time = very_slow_construction_time asset = { type = pdxmesh name = "ep2_building_special_canterbury_02_mesh" } type_icon = "icon_structure_canterbury_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } scope:holder = { culture = { has_innovation = innovation_crop_rotation } } } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 0.3 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.1 monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 } county_modifier = { tax_mult = 0.15 development_growth_factor = 0.15 development_growth = 0.15 } province_modifier = { monthly_income = 3 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t3_effect = yes } next_building = holy_site_canterbury_cathedral_03 ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } holy_site_canterbury_cathedral_03 = { effect_desc = { triggered_desc = { trigger = { has_dlc_feature = legends_of_the_dead } desc = building_funeral_effect_desc } } construction_time = very_slow_construction_time asset = { type = pdxmesh name = "ep2_building_special_canterbury_03_mesh" } type_icon = "icon_structure_canterbury_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } scope:holder = { culture = { has_innovation = innovation_windmills } } } is_enabled = { custom_description = { text = holy_site_christian_or_holy_site_trigger OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } show_disabled = yes cost_gold = 1000 character_modifier = { monthly_piety = 0.75 monthly_dynasty_prestige_mult = 0.05 monthly_county_control_growth_factor = 0.2 monthly_piety_gain_per_happy_powerful_vassal_add = 0.15 } county_modifier = { tax_mult = 0.3 development_growth_factor = 0.3 development_growth = 0.3 county_opinion_add = 5 } province_modifier = { monthly_income = 5 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t3_effect = yes } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Portsmouth Royal Dockyard ########## portsmouth_royal_dockyard_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_swahili_port.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 hostile_raid_time = 0.35 } province_modifier = { monthly_income = 2 fort_level = 2 defender_holding_advantage = 2 stationed_maa_damage_mult = 0.05 stationed_maa_toughness_mult = 0.10 garrison_size = 0.15 travel_danger = -15 } next_building = portsmouth_royal_dockyard_02 ai_value = { base = 100 directive_to_build_economy_modifier = yes culture_likely_to_fortify_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic flag = travel_point_of_interest_martial } portsmouth_royal_dockyard_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_swahili_port.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 800 county_holder_character_modifier = { martial_per_prestige_level = 1 embarkation_cost_mult = -0.25 naval_movement_speed_mult = 0.25 } county_modifier = { tax_mult = 0.20 development_growth = 0.20 development_growth_factor = 0.15 hostile_raid_time = 0.50 } province_modifier = { monthly_income = 5 fort_level = 4 defender_holding_advantage = 6 stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.25 garrison_size = 0.25 travel_danger = -25 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic flag = travel_point_of_interest_martial } ########## # Devonport ########## devonport_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_swahili_port.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 hostile_raid_time = 0.25 } province_modifier = { monthly_income = 1 fort_level = 1 defender_holding_advantage = 2 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 garrison_size = 0.10 travel_danger = -10 } next_building = devonport_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic flag = travel_point_of_interest_martial } devonport_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_swahili_port.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 800 county_holder_character_modifier = { martial_per_prestige_level = 1 embarkation_cost_mult = -0.15 naval_movement_speed_mult = 0.15 } county_modifier = { tax_mult = 0.15 development_growth = 0.15 development_growth_factor = 0.15 hostile_raid_time = 0.35 } province_modifier = { monthly_income = 3 fort_level = 3 defender_holding_advantage = 3 stationed_maa_damage_mult = 0.20 stationed_maa_toughness_mult = 0.20 garrison_size = 0.20 travel_danger = -20 } ai_value = { base = 100 culture_likely_to_fortify_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic flag = travel_point_of_interest_martial } ########## # Stonehenge ########## stonehenge_01 = { asset = { type = pdxmesh name = "building_special_stonehenge_mesh" } construction_time = very_slow_construction_time type_icon = "icon_structure_stonehenge.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 character_modifier = { learning = 2 monthly_learning_lifestyle_xp_gain_mult = 0.15 faith_conversion_piety_cost_mult = -0.2 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t3_effect = yes } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Cardiff Castle ########## cardiff_castle_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_kassiopi_castle.dds" can_construct = { } cost_gold = 1000 character_modifier = { monthly_dynasty_prestige = 0.10 monthly_dynasty_prestige_mult = 0.10 martial_per_prestige_level = 1 } county_modifier = { tax_mult = 0.10 } province_modifier = { defender_holding_advantage = 4 fort_level = 2 stationed_maa_damage_mult = 0.20 stationed_maa_toughness_mult = 0.20 stationed_siege_weapon_siege_value_mult = 0.10 travel_danger = -20 } max_garrison = 500 ai_value = { base = 100 culture_likely_to_fortify_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Krowfymply Castle ########## krowfymply_castle_01 = { construction_time = very_slow_construction_time type_icon = "alcazar_segovia.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { } cost_gold = 1000 county_holder_character_modifier = { martial_per_influence_level = 1 monthly_influence = 0.35 monthly_influence_mult = 0.10 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 } province_modifier = { defender_holding_advantage = 1 fort_level = 2 monthly_income = 1 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } next_building = krowfymply_castle_02 type = special flag = travel_point_of_interest_martial } krowfymply_castle_02 = { construction_time = very_slow_construction_time type_icon = "alcazar_segovia.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1000 county_holder_character_modifier = { martial_per_influence_level = 1 monthly_influence = 1 monthly_influence_mult = 0.25 } county_modifier = { tax_mult = 0.20 development_growth = 0.20 development_growth_factor = 0.15 } province_modifier = { defender_holding_advantage = 4 fort_level = 4 monthly_income = 3.50 stationed_maa_damage_mult = 0.25 stationed_maa_toughness_mult = 0.25 stationed_siege_weapon_siege_value_mult = 0.10 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial } ########## # Fortified Port of Bristol ########## fortified_port_of_bristol_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_manorialism } scope:holder = { highest_held_title_tier >= tier_duchy } } cost_gold = 350 county_holder_character_modifier = { embarkation_cost_mult = -0.05 naval_movement_speed_mult = 0.05 } county_modifier = { tax_mult = 0.10 development_growth = 0.10 development_growth_factor = 0.10 hostile_raid_time = 0.25 } province_modifier = { monthly_income = 1 fort_level = 1 defender_holding_advantage = 2 stationed_maa_damage_mult = 0.05 stationed_maa_toughness_mult = 0.05 garrison_size = 0.10 travel_danger = -10 } next_building = fortified_port_of_bristol_02 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_bristol_02 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 02 } } cost_gold = 800 county_holder_character_modifier = { embarkation_cost_mult = -0.10 naval_movement_speed_mult = 0.10 } county_modifier = { tax_mult = 0.20 development_growth = 0.15 development_growth_factor = 0.20 hostile_raid_time = 0.35 } province_modifier = { monthly_income = 3 fort_level = 2 defender_holding_advantage = 3 stationed_maa_damage_mult = 0.10 stationed_maa_toughness_mult = 0.10 garrison_size = 0.15 travel_danger = -15 } next_building = fortified_port_of_bristol_03 ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } fortified_port_of_bristol_03 = { construction_time = very_slow_construction_time type_icon = "icon_structure_drassanes.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_windmills } scope:holder = { highest_held_title_tier >= tier_duchy } building_requirement_castle_city_church = { LEVEL = 03 } } cost_gold = 1500 county_holder_character_modifier = { stewardship_per_prestige_level = 1 embarkation_cost_mult = -0.20 naval_movement_speed_mult = 0.20 } county_modifier = { tax_mult = 0.35 development_growth = 0.25 development_growth_factor = 0.35 hostile_raid_time = 0.50 } province_modifier = { monthly_income = 7.50 fort_level = 4 defender_holding_advantage = 5 stationed_maa_damage_mult = 0.15 stationed_maa_toughness_mult = 0.15 garrison_size = 0.25 travel_danger = -20 } ai_value = { base = 100 ai_general_building_modifier = yes directive_to_build_economy_modifier = yes ai_economical_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_economic } ########## # Belfast Cathedral ########## belfast_cathedral_01 = { effect_desc = { triggered_desc = { trigger = { has_dlc_feature = legends_of_the_dead } desc = building_funeral_effect_desc } } construction_time = very_slow_construction_time type_icon = "icon_structure_cologne_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } } cost_gold = 750 county_holder_character_modifier = { monthly_piety = 0.25 monthly_piety_gain_mult = 0.15 holy_order_hire_cost_mult = -0.10 clergy_opinion = 5 } county_modifier = { tax_mult = 0.10 development_growth_factor = 0.10 development_growth = 0.10 county_opinion_add = 5 } province_modifier = { monthly_income = 1.50 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Glasgow Cathedral ########## glasgow_cathedral_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_cologne_cathedral.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { OR = { scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { monthly_piety = 0.20 monthly_piety_gain_mult = 0.20 holy_order_hire_cost_mult = -0.10 clergy_opinion = 10 } county_modifier = { tax_mult = 0.15 development_growth_factor = 0.15 development_growth = 0.15 county_opinion_add = 5 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 ai_pious_building_preference_modifier = yes modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_religious } ########## # Oxford University ########## oxford_university_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_cluny_abbey.dds" can_construct_potential = { scope:holder = { highest_held_title_tier >= tier_duchy prestige_level >= 4 } county = { development_level >=30 } } cost_gold = 1500 effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } county_holder_character_modifier = { learning_per_piety_level = 1 intrigue_per_prestige_level = 1 monthly_dynasty_prestige = 0.30 prestige_level_impact_mult = 0.10 monthly_lifestyle_xp_gain_mult = 0.15 cultural_head_fascination_mult = 0.10 } county_modifier = { development_growth = 0.25 development_growth_factor = 0.20 } province_modifier = { monthly_income = 2 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # Cambridge University ########## cambridge_university_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_temple_of_uppsala.dds" can_construct_potential = { scope:holder = { highest_held_title_tier >= tier_duchy prestige_level >= 4 } county = { development_level >=30 } } cost_gold = 1500 effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } county_holder_character_modifier = { stewardship_per_prestige_level = 1 monthly_prestige = 0.30 prestige_level_impact_mult = 0.15 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.1 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.2 } province_modifier = { monthly_income = 0.50 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # Liverpool University ########## livepool_university_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_temple_of_uppsala.dds" can_construct_potential = { scope:holder = { highest_held_title_tier >= tier_duchy prestige_level >= 4 } county = { development_level >=30 } } cost_gold = 1500 effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = tours_and_tournaments } desc = university_toto_effect_desc } triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } county_holder_character_modifier = { martial_per_influence_level = 1 monthly_influence = 0.30 monthly_influence_mult = 0.10 monthly_lifestyle_xp_gain_mult = 0.15 cultural_head_fascination_mult = 0.05 } county_modifier = { development_growth = 0.25 development_growth_factor = 0.20 } province_modifier = { monthly_income = 1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_learning flag = special_university } ########## # British coal mines ########## #coal_mines_01 = { # effect_desc = mines_effect_desc # # asset = { # type = pdxmesh # name = "building_special_mines_mesh" # } # # type_icon = "icon_structure_mines.dds" # # can_construct_potential = { # building_requirement_tribal = no # } # # can_construct = { # building_requirement_castle_city_church = { LEVEL = 01 } # culture = { # has_innovation = innovation_crop_rotation # } # } # # cost_gold = 400 # # county_modifier = { # tax_mult = 0.025 # development_growth_factor = 0.025 # } # # province_modifier = { # monthly_income = 0.25 # stationed_airship_damage_mult = 0.10 # stationed_airship_toughness_mult = 0.10 # stationed_siege_weapon_siege_value_mult = 0.15 # stationed_gunpowder_damage_mult = 0.15 # stationed_gunpowder_toughness_mult = 0.15 # } # # province_culture_modifier = { # parameter = cupellation_mine_building_bonuses # tax_mult = innovation_cupellation_mine_tax_bonus_value # } # # next_building = coal_mines_02 # # ai_value = { # base = 100 # } # # type = special # # flag = travel_point_of_interest_economic # flag = special_mine #} # #coal_mines_02 = { # effect_desc = mines_effect_desc # # asset = { # type = pdxmesh # name = "building_special_mines_mesh" # } # # type_icon = "icon_structure_mines.dds" # # can_construct_potential = { # building_requirement_tribal = no # } # # can_construct = { # building_requirement_castle_city_church = { LEVEL = 02 } # culture = { # has_innovation = innovation_manorialism # } # } # # cost_gold = 500 # # county_modifier = { # tax_mult = 0.05 # development_growth_factor = 0.05 # } # # province_modifier = { # monthly_income = 0.75 # stationed_airship_damage_mult = 0.15 # stationed_airship_toughness_mult = 0.15 # stationed_siege_weapon_siege_value_mult = 0.25 # stationed_gunpowder_damage_mult = 0.25 # stationed_gunpowder_toughness_mult = 0.25 # } # # province_culture_modifier = { # parameter = cupellation_mine_building_bonuses # tax_mult = innovation_cupellation_mine_tax_bonus_value # } # # next_building = coal_mines_03 # # ai_value = { # base = 100 # } # # type = special # # flag = travel_point_of_interest_economic # flag = special_mine #} # #coal_mines_03 = { # effect_desc = mines_effect_desc # # asset = { # type = pdxmesh # name = "building_special_mines_mesh" # } # # type_icon = "icon_structure_mines.dds" # # can_construct_potential = { # building_requirement_tribal = no # } # # can_construct = { # building_requirement_castle_city_church = { LEVEL = 03 } # culture = { # has_innovation = innovation_windmills # } # } # # cost_gold = 600 # # county_modifier = { # tax_mult = 0.075 # development_growth_factor = 0.075 # } # # province_modifier = { # monthly_income = 1.50 # stationed_airship_damage_mult = 0.25 # stationed_airship_toughness_mult = 0.25 # stationed_siege_weapon_siege_value_mult = 0.40 # stationed_gunpowder_damage_mult = 0.40 # stationed_gunpowder_toughness_mult = 0.40 # } # # province_culture_modifier = { # parameter = cupellation_mine_building_bonuses # tax_mult = innovation_cupellation_mine_tax_bonus_value # } # # next_building = coal_mines_04 # # ai_value = { # base = 100 # } # # type = special # # flag = travel_point_of_interest_economic # flag = special_mine #} # #coal_mines_04 = { # effect_desc = mines_effect_desc # # asset = { # type = pdxmesh # name = "building_special_mines_mesh" # } # # type_icon = "icon_structure_mines.dds" # # can_construct_potential = { # building_requirement_tribal = no # } # # can_construct = { # building_requirement_castle_city_church = { LEVEL = 04 } # culture = { # has_innovation = innovation_cranes # } # } # # cost_gold = 700 # county_modifier = { # tax_mult = 0.10 # development_growth_factor = 0.10 # } # # province_modifier = { # monthly_income = 2.50 # stationed_airship_damage_mult = 0.50 # stationed_airship_toughness_mult = 0.50 # stationed_siege_weapon_siege_value_mult = 0.75 # stationed_gunpowder_damage_mult = 0.75 # stationed_gunpowder_toughness_mult = 0.75 # } # # province_culture_modifier = { # parameter = cupellation_mine_building_bonuses # tax_mult = innovation_cupellation_mine_tax_bonus_value # } # # ai_value = { # base = 100 # } # # type = special # # flag = travel_point_of_interest_economic # flag = special_mine #} ########## # Giant's Causeway ########## giants_causeway_01 = { asset = { type = pdxmesh name = "fp2_building_special_rock_of_gibraltar_01_a_mesh" } construction_time = very_slow_construction_time type_icon = "gibraltar.dds" can_construct_potential = { } cost_gold = 300 character_modifier = { stewardship = 1 learning = 1 diplomatic_range_mult = 0.2 monthly_prestige = 0.15 } county_modifier = { development_growth_factor = 0.1 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_natural_feature flag = is_mountain } ########## # Loch Ness ########## loch_ness_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_maharloo_lake.dds" can_construct_potential = { } cost_gold = 300 character_modifier = { intrigue = 3 stress_gain_mult = 0.35 } county_modifier = { county_opinion_add = -5 development_growth = -0.05 tax_mult = -0.05 } province_modifier = { travel_danger = 20 build_gold_cost = 0.05 build_speed = 0.05 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_natural_feature # lake } ########## # Hadrian's Wall ########## hadrians_wall_01 = { construction_time = very_slow_construction_time type_icon = "icon_structure_hadrians_wall.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 3000 province_modifier = { build_gold_cost = -0.05 travel_danger = -5 } ai_value = { base = 100 modifier = { # Fill all building slots before going for special buildings factor = 0 free_building_slots > 0 } } type = special flag = travel_point_of_interest_martial_minor } ######################################## # GERMANIA ######################################## ######################################## # SCANDINAVIA ######################################## ######################################## # SPECIAL MILITARY BUILDINGS ######################################## ########## # Chemistry Workshop - unlocks chemical weapons ########## chemistry_workshop_01 = { construction_time = standard_construction_time effect_desc = chemistry_workshop_1_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = very_expensive_building_tier_1_cost province_modifier = { stationed_chemical_weapons_damage_mult = high_maa_damage_tier_1 stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_1 } character_modifier = { } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_structure_hosios_loukas.dds" next_building = chemistry_workshop_02 ai_value = { base = 12 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } modifier = { factor = 0 has_holding_type = city_holding } modifier = { factor = 0 has_holding_type = church_holding } } } chemistry_workshop_02 = { construction_time = standard_construction_time effect_desc = chemistry_workshop_2_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 02 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = very_expensive_building_tier_2_cost province_modifier = { stationed_chemical_weapons_damage_mult = high_maa_damage_tier_2 stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_2 } character_modifier = { } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_structure_hosios_loukas.dds" next_building = chemistry_workshop_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } chemistry_workshop_03 = { construction_time = standard_construction_time effect_desc = chemistry_workshop_3_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 03 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = very_expensive_building_tier_3_cost province_modifier = { stationed_chemical_weapons_damage_mult = high_maa_damage_tier_3 stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_3 } character_modifier = { } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_structure_hosios_loukas.dds" next_building = chemistry_workshop_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } chemistry_workshop_04 = { construction_time = standard_construction_time effect_desc = chemistry_workshop_4_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 04 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = very_expensive_building_tier_4_cost province_modifier = { stationed_chemical_weapons_damage_mult = high_maa_damage_tier_4 stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_4 } character_modifier = { } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_structure_hosios_loukas.dds" ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } ########## # Air Dock - unlocks airships ########## air_dock_01 = { construction_time = standard_construction_time effect_desc = air_dock_1_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 01 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = very_expensive_building_tier_1_cost province_modifier = { stationed_airship_damage_mult = high_maa_damage_tier_1 stationed_airship_toughness_mult = high_maa_toughness_tier_1 } character_modifier = { } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_structure_hosios_loukas.dds" next_building = air_dock_02 ai_value = { base = 12 ai_tier_1_building_modifier = yes ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { factor = 0 building_farm_estates_requirement_terrain = yes NOT = { has_building_or_higher = farm_estates_01 } } modifier = { factor = 0 building_orchards_requirement_terrain = yes NOT = { has_building_or_higher = orchards_01 } } modifier = { factor = 0 has_holding_type = city_holding } modifier = { factor = 0 has_holding_type = church_holding } } } air_dock_02 = { construction_time = standard_construction_time effect_desc = air_dock_2_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 02 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = very_expensive_building_tier_2_cost province_modifier = { stationed_airship_damage_mult = high_maa_damage_tier_2 stationed_airship_toughness_mult = high_maa_toughness_tier_2 } character_modifier = { } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_structure_hosios_loukas.dds" next_building = air_dock_03 ai_value = { base = 9 ai_general_building_modifier = yes directive_to_build_military_modifier = yes modifier = { # Fill all building slots before going for upgrades factor = 0 free_building_slots > 0 } } } air_dock_03 = { construction_time = standard_construction_time effect_desc = air_dock_3_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 03 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = very_expensive_building_tier_3_cost province_modifier = { stationed_airship_damage_mult = high_maa_damage_tier_3 stationed_airship_toughness_mult = high_maa_toughness_tier_3 } character_modifier = { } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_structure_hosios_loukas.dds" next_building = air_dock_04 ai_value = { base = 8 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } } air_dock_04 = { construction_time = standard_construction_time effect_desc = air_dock_4_effect_desc can_construct_potential = { building_requirement_castle_city_church = { LEVEL = 04 } } can_construct_showing_failures_only = { building_requirement_tribal = no } cost_gold = very_expensive_building_tier_4_cost province_modifier = { stationed_airship_damage_mult = high_maa_damage_tier_4 stationed_airship_toughness_mult = high_maa_toughness_tier_4 } character_modifier = { } on_complete = { #Mandala Creator Aspect creator_mandala_built_regular_building_piety_effect = yes } type_icon = "icon_structure_hosios_loukas.dds" ai_value = { base = 7 ai_general_building_modifier = yes directive_to_build_military_modifier = yes } }