####### # Drassanes ########## drassanes_01 = { asset = { type = entity name = "building_special_drassanes_01_entity" requires_dlc_flag = medieval_monuments } 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_castle_baileys } } cost_gold = 1000 character_modifier = { naval_movement_speed_mult = 0.25 embarkation_cost_mult = -0.25 levy_reinforcement_rate = 0.1 } county_modifier = { development_growth_factor = 0.15 development_growth = 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 } ########## # Great Kyz Kala ########## kyz_kala_01 = { effect_desc = feast_cost_discount_max_desc asset = { type = pdxmesh name = "building_special_kyz_kala_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_kyz_kala.dds" cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 monthly_prestige_gain_mult = 0.05 } county_modifier = { hostile_raid_time = 0.5 travel_danger = -20 } province_modifier = { defender_holding_advantage = normal_building_advantage_tier_3 fort_level = good_building_fort_level_tier_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_wonder } ########## # Cluny Abbey ########## cluny_abbey_01 = { asset = { type = pdxmesh name = "building_special_cluny_abbey_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_cluny_abbey.dds" next_building = cluny_abbey_02 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_crop_rotation } } effect_desc = { desc = unlocks_building_desc triggered_desc = { trigger = { has_dlc_feature = royal_court } desc = university_roco_effect_desc } desc = university_effect_desc } cost_gold = 1000 county_holder_character_modifier = { learning = 1 monthly_piety_gain_mult = 0.1 faith_creation_piety_cost_mult = -0.15 } county_modifier = { development_growth_factor = 0.15 monthly_county_control_growth_factor = 0.1 } province_modifier = { monthly_income = 1.5 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t1_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 flag = special_university } cluny_abbey_02 = { asset = { type = pdxmesh name = "building_special_cluny_abbey_02_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_cluny_abbey.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_manorialism } } cost_gold = 1000 effect_desc = { desc = unlocks_building_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 monthly_piety_gain_mult = 0.2 faith_creation_piety_cost_mult = -0.25 } county_modifier = { development_growth_factor = 0.25 monthly_county_control_growth_factor = 0.2 } province_modifier = { monthly_income = 3 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t2_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 } ########## # Walls of York ########## york_walls_01 = { asset = { type = pdxmesh name = "building_special_york_walls_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_york_walls.dds" cost_gold = 1000 character_modifier = { owned_legend_spread_mult = 0.15 } county_modifier = { hostile_raid_time = 0.5 supply_limit_mult = 0.15 travel_danger = -20 } province_modifier = { defender_holding_advantage = normal_building_advantage_tier_2 fort_level = good_building_fort_level_tier_2 garrison_size = 0.2 } 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_martial } ########## # Great Mosque of Damascus ########## damascus_mosque_01 = { asset = { type = pdxmesh name = "building_special_damascus_mosque_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_damascus_mosque.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = holy_site_muslim_or_holy_site_trigger OR = { scope:holder = { religion = religion:islam_religion } custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } } } } } cost_gold = 1000 character_modifier = { build_speed = -0.1 monthly_piety = 0.5 } county_modifier = { tax_mult = 0.2 development_growth_factor = 0.2 monthly_county_control_growth_factor = 0.2 } province_modifier = { monthly_income = 2 } on_complete = { #Regular Mandala Boon mandala_built_piety_duchy_building_t2_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 } ########## # Jokhang ########## jokhang_01 = { asset = { type = pdxmesh name = "building_special_jokhang_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_jokhang.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } cost_gold = 1000 county_holder_character_modifier = { monthly_piety_gain_per_dread_add = 0.02 monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 monthly_lifestyle_xp_gain_mult = 0.1 } county_modifier = { county_opinion_add = 10 development_growth = 0.2 monthly_county_control_growth_add = 0.2 } 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_religious } ########## # Wartburg ########## wartburg_01 = { asset = { type = pdxmesh name = "building_special_wartburg_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_wartburg.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } } cost_gold = 1000 character_modifier = { diplomacy = 1 prestige_level_impact_mult = 0.5 } county_modifier = { travel_danger = -20 hostile_raid_time = 0.5 } province_modifier = { fort_level = normal_building_fort_level_tier_3 stationed_maa_damage_mult = normal_maa_damage_tier_1 stationed_maa_toughness_mult = normal_maa_toughness_tier_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_martial } ########## # Beta Giyorgis ########## beta_giyorgis_01 = { asset = { type = pdxmesh name = "building_special_beta_giyorgis_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_beta_giyorgis.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_manorialism } } cost_gold = 1000 county_holder_character_modifier = { piety_level_impact_mult = 0.5 legitimacy_gain_mult = 0.1 } county_modifier = { development_growth = 0.3 development_growth_factor = 0.3 } province_modifier = { monthly_income = 2 defender_holding_advantage = normal_building_advantage_tier_2 build_speed = -0.1 } 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 Wisdom of Novgorod ########## holy_wisdom_01 = { asset = { type = pdxmesh name = "building_special_holy_wisdom_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_holy_wisdom.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_crop_rotation } } cost_gold = 1000 character_modifier = { monthly_piety_gain_per_knight_add = 0.1 martial_per_piety_level = 1 } county_modifier = { tax_mult = 0.1 monthly_county_control_growth_factor = 0.1 } province_modifier = { travel_danger = -20 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 } ########## # Kano Earthworks ########## kano_walls_01 = { asset = { type = pdxmesh name = "building_special_kano_walls_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_kano_walls.dds" cost_gold = 1000 can_construct = { scope:holder.culture = { has_innovation = innovation_motte } } character_modifier = { stewardship = 1 } county_modifier = { hostile_raid_time = 1 development_growth_factor = 0.2 development_growth = 0.2 tax_mult = 0.2 } province_modifier = { defender_holding_advantage = normal_building_advantage_tier_2 fort_level = good_building_fort_level_tier_1 garrison_size = 0.2 } 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_martial } ########## # Somapura University ########## somapura_university_01 = { asset = { type = pdxmesh name = "building_special_somapura_university_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_somapura_university.dds" can_construct_potential = { building_university_requirement = yes 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_piety_level = 1 monthly_lifestyle_xp_gain_mult = 0.1 stress_loss_mult = 0.1 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.2 } 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 } ########## # Duomo Florence ########## duomo_florence_01 = { asset = { type = pdxmesh name = "building_special_duomo_florence_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_duomo_florence.dds" next_building = duomo_florence_02 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 } } } } } cost_gold = 1000 character_modifier = { monthly_piety_gain_mult = 0.05 } county_modifier = { development_growth_factor = 0.05 development_growth = 0.05 } province_modifier = { monthly_income = 1 } 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 } duomo_florence_02 = { asset = { type = pdxmesh name = "building_special_duomo_florence_02_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_duomo_florence.dds" next_building = duomo_florence_03 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_manorialism } } cost_gold = 1000 character_modifier = { stewardship = 1 monthly_piety_gain_mult = 0.05 } county_modifier = { development_growth_factor = 0.1 development_growth = 0.1 } province_modifier = { monthly_income = 2 build_speed = -0.1 } 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 } duomo_florence_03 = { asset = { type = pdxmesh name = "building_special_duomo_florence_03_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_duomo_florence.dds" next_building = duomo_florence_04 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_guilds } } cost_gold = 1000 character_modifier = { stewardship = 1 diplomacy = 1 monthly_piety_gain_mult = 0.1 republic_government_tax_contribution_mult = 0.05 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.2 } province_modifier = { monthly_income = 3 build_speed = -0.2 } 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 } duomo_florence_04 = { asset = { type = pdxmesh name = "building_special_duomo_florence_04_mesh" requires_dlc_flag = medieval_monuments } 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 character_modifier = { stewardship = 1 diplomacy = 1 learning = 1 monthly_prestige_gain_mult = 0.2 monthly_piety_gain_mult = 0.2 republic_government_tax_contribution_mult = 0.1 } county_modifier = { development_growth_factor = 0.3 development_growth = 0.3 } province_modifier = { monthly_income = 4 build_speed = -0.3 } 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 } ########## # Konark Sun Temple ########## konark_temple_01 = { asset = { type = pdxmesh name = "building_special_konark_temple_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_konark_temple.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } can_construct = { scope:holder.culture = { has_innovation = innovation_guilds } } cost_gold = 1000 county_holder_character_modifier = { monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05 legitimacy_gain_mult = 0.1 monthly_county_control_growth_factor = 0.05 } county_modifier = { development_growth = 0.2 development_growth_factor = 0.2 } province_modifier = { monthly_income = 2 } ai_value = { base = 8 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 } ########## # al-Qarawiyyin University ########## al_qarawiyyin_university_01 = { asset = { type = pdxmesh name = "building_special_al_qarawiyyin_university_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_al_qarawiyyin_university.dds" can_construct_potential = { building_university_requirement = yes 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 } character_modifier = { diplomacy_per_piety_level = 1 monthly_lifestyle_xp_gain_mult = 0.1 cultural_head_fascination_mult = 0.1 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.2 } 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 } ########## # Kairouan basins ########## kairouan_basins_01 = { asset = { type = pdxmesh name = "building_special_kairouan_basins_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_kairouan_basins.dds" can_construct_potential = { building_requirement_tribal = no } cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 negate_health_penalty_add = 0.1 } county_modifier = { county_opinion_add = 20 development_growth_factor = 0.3 development_growth = 0.3 } province_modifier = { hostile_raid_time = 0.5 defender_holding_advantage = normal_building_advantage_tier_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 } ########## # Ghana Palace ########## ghana_palace_01 = { effect_desc = feast_cost_discount_max_desc asset = { type = pdxmesh name = "building_special_ghana_palace_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_ghana_palace.dds" cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 vassal_tax_mult = 0.05 court_grandeur_baseline_add = 5 } county_modifier = { development_growth_factor = 0.1 monthly_county_control_growth_factor = 0.1 } province_modifier = { hostile_raid_time = 0.5 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_wonder } ########## # Visegrad ########## visegrad_castle_01 = { effect_desc = hunting_grounds_desc asset = { type = pdxmesh name = "building_special_visegrad_castle_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_visegrad_castle.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } } cost_gold = 1000 character_modifier = { monthly_dynasty_prestige_mult = 0.05 monthly_prestige_gain_mult = 0.05 monthly_diplomacy_lifestyle_xp_gain_mult = 0.1 } county_modifier = { travel_danger = -20 monthly_county_control_growth_factor = 0.2 } province_modifier = { fort_level = good_building_fort_level_tier_2 garrison_size = 0.2 stationed_maa_damage_mult = normal_maa_damage_tier_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_martial } ########## # Archcollegiate Church of St. Mary and St. Alexius in Tum ########## wawel_cathedral_01 = { #Collegiate Church of St. Mary and St. Alexius effect_desc = { triggered_desc = { trigger = { has_dlc_feature = legends_of_the_dead } desc = building_funeral_wavel_effect_desc } } asset = { type = pdxmesh name = "building_special_wawel_cathedral_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_wawel_cathedral.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_crop_rotation } } cost_gold = 400 character_modifier = { #monthly_dynasty_prestige_mult = 0.05 monthly_piety_from_buildings_mult = 0.05 clergy_opinion = 2 } county_modifier = { development_growth_factor = 0.05 development_growth = 0.1 county_opinion_add = 5 } province_modifier = { monthly_income = 0.5 fort_level = 2 stationed_maa_toughness_mult = 0.05 } 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 } } next_building = wawel_cathedral_02 type = special flag = travel_point_of_interest_religious } wawel_cathedral_02 = { #Archcollegiate Church of St. Mary and St. Alexius effect_desc = { triggered_desc = { trigger = { has_dlc_feature = legends_of_the_dead } desc = building_funeral_wavel_effect_desc } } asset = { type = pdxmesh name = "building_special_wawel_cathedral_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_wawel_cathedral.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_manorialism } } cost_gold = 800 character_modifier = { monthly_dynasty_prestige_mult = 0.02 monthly_piety_from_buildings_mult = 0.1 clergy_opinion = 4 } county_modifier = { development_growth_factor = 0.1 development_growth = 0.2 county_opinion_add = 15 } province_modifier = { monthly_income = 1 fort_level = 4 stationed_maa_toughness_mult = 0.1 } 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 } } next_building = wawel_cathedral_03 type = special flag = travel_point_of_interest_religious } wawel_cathedral_03 = { #Cathedral of St. Mary and St. Alexius - althistory upgrade effect_desc = { triggered_desc = { trigger = { has_dlc_feature = legends_of_the_dead } desc = building_funeral_wavel_effect_desc } } asset = { type = pdxmesh name = "building_special_wawel_cathedral_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_wawel_cathedral.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 = 1400 character_modifier = { monthly_dynasty_prestige_mult = 0.05 monthly_piety_from_buildings_mult = 0.2 clergy_opinion = 6 } county_modifier = { development_growth_factor = 0.2 development_growth = 0.3 county_opinion_add = 15 } province_modifier = { monthly_income = 2 fort_level = 8 stationed_maa_toughness_mult = 0.2 } 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 } ########## # Vatapi Caves ########## vatapi_caves_01 = { asset = { type = pdxmesh name = "building_special_vatapi_caves_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_vatapi_caves.dds" can_construct_potential = { building_requirement_tribal = no } is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } } cost_gold = 1000 character_modifier = { monthly_piety = 2 stress_loss_mult = 0.2 monthly_lifestyle_xp_gain_mult = 0.1 rf_eastern_opinion = 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 } ########## # Golden fort of Jaisalmer ########## jaisalmer_fort_01 = { asset = { type = pdxmesh name = "building_special_jaisalmer_fort_01_mesh" requires_dlc_flag = medieval_monuments } construction_time = very_slow_construction_time type_icon = "icon_structure_jaisalmer_fort.dds" can_construct_potential = { building_requirement_tribal = no } can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } } cost_gold = 1000 county_holder_character_modifier = { parochial_opinion = 5 desert_advantage = 6 desert_development_growth_factor = 0.2 } county_modifier = { travel_danger = -20 monthly_county_control_growth_factor = 0.2 } province_modifier = { fort_level = good_building_fort_level_tier_2 defender_holding_advantage = 4 garrison_size = 0.2 } 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_martial }