palace_main_01 = { slot_type = main internal_slots = 2 construction_time = 730 allowed_domicile_types = { palace } cost = { gold = estate_external_building_high_cost_tier_2_value } character_modifier = { domicile_monthly_gold_add = 0.25 domicile_monthly_influence_add = 1 domicile_external_slots_capacity_add = 2 } ai_value = { value = 100 } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } } palace_main_02 = { slot_type = main internal_slots = 4 construction_time = 730 allowed_domicile_types = { palace } previous_building = palace_main_01 can_construct = { culture ?= { has_innovation = innovation_city_planning } } cost = { gold = estate_external_building_high_cost_tier_3_value } parameters = { reduce_success_of_raid_estate = yes estate_increase_house_member_investment_cap_1 = yes } character_modifier = { domicile_monthly_gold_add = 0.25 domicile_monthly_influence_add = 0.5 domicile_external_slots_capacity_add = 1 } ai_value = { value = 100 } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_manor_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_manor_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_manor_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } } palace_main_03 = { slot_type = main internal_slots = 6 construction_time = 730 allowed_domicile_types = { palace } previous_building = palace_main_02 can_construct = { culture ?= { has_innovation = innovation_manorialism } } cost = { gold = estate_external_building_high_cost_tier_4_value } parameters = { reduce_success_of_raid_estate = yes estate_increase_house_member_investment_cap_2 = yes } character_modifier = { domicile_monthly_gold_add = 0.5 domicile_monthly_gold_mult = 0.02 domicile_monthly_influence_add = 0.5 domicile_external_slots_capacity_add = 1 } ai_value = { value = 100 } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_mansion_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_mansion_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } } palace_main_04 = { slot_type = main internal_slots = 8 construction_time = 730 allowed_domicile_types = { palace } previous_building = palace_main_03 can_construct = { culture ?= { has_innovation = innovation_development_03 } } cost = { gold = estate_external_building_high_cost_tier_5_value } parameters = { reduce_success_of_raid_estate = yes estate_increase_house_member_investment_cap_3 = yes } character_modifier = { domicile_monthly_gold_add = 0.5 domicile_monthly_gold_mult = 0.03 domicile_monthly_influence_add = 0.5 domicile_external_slots_capacity_add = 1 } ai_value = { value = 100 } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_estate_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_estate_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_estate_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } } palace_main_05 = { slot_type = main internal_slots = 10 construction_time = 730 allowed_domicile_types = { palace } previous_building = palace_main_04 can_construct = { culture ?= { has_innovation = innovation_cranes } } cost = { gold = estate_external_building_high_cost_tier_6_value } parameters = { reduce_success_of_raid_estate = yes estate_increase_house_member_investment_cap_4 = yes } character_modifier = { domicile_monthly_gold_add = 0.75 domicile_monthly_gold_mult = 0.05 domicile_monthly_influence_add = 0.5 domicile_external_slots_capacity_add = 1 } ai_value = { value = 100 } asset = { trigger = { domicile_location.culture = { has_graphical_east_asia_culture_group_trigger = yes } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese_mask.png" soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_iranian_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes has_graphical_steppe_culture_group_trigger = yes has_graphical_african_culture_group_trigger = yes has_graphical_india_culture_group_trigger = yes has_graphical_iberian_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { trigger = { domicile_location.culture = { OR = { has_graphical_western_culture_group_trigger = yes has_graphical_norse_culture_group_trigger = yes } } } icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } asset = { icon = "gfx/interface/icons/domicile_building/palace_main.dds" texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine_mask.png" soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_palace_main_building" } } #################### ##### VILLA UPGRADES ### Diplomacy Upgrade living_quarters_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_living_quarters } multiply = 0.75 desc = raid_insight_quarters } } } character_modifier = { monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 personal_scheme_phase_duration_add = -10 } parameters = { estate_unlock_ingratiate_family_interaction = yes } ai_value = { value = 7 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } living_quarters_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = living_quarters_palace_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_living_quarters } multiply = 0.75 desc = raid_insight_quarters } } } character_modifier = { monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 dynasty_house_opinion = 5 personal_scheme_phase_duration_add = -10 owned_personal_scheme_success_chance_add = 5 } parameters = { estate_unlock_ingratiate_family_interaction = yes } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } living_quarters_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = living_quarters_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_normal_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_living_quarters } multiply = 0.75 desc = raid_insight_quarters } } } character_modifier = { monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 personal_scheme_phase_duration_add = -10 owned_personal_scheme_success_chance_add = 5 } parameters = { estate_unlock_ingratiate_family_interaction = yes } ai_value = { value = 5 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } living_quarters_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = living_quarters_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_normal_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_living_quarters } multiply = 0.75 desc = raid_insight_quarters } } } character_modifier = { monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 dynasty_house_opinion = 5 personal_scheme_phase_duration_add = -10 owned_personal_scheme_success_chance_add = 5 } parameters = { estate_unlock_ingratiate_family_interaction = yes } ai_value = { value = 4 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Martial Upgrade trophy_room_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_trophy_room } multiply = 0.75 desc = raid_insight_trophy_room } } } character_modifier = { monthly_martial_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 7 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } trophy_room_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = trophy_room_palace_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_trophy_room } multiply = 0.75 desc = raid_insight_trophy_room } } } character_modifier = { monthly_martial_lifestyle_xp_gain_mult = 0.05 prowess = 1 } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } trophy_room_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = trophy_room_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_normal_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_trophy_room } multiply = 0.75 desc = raid_insight_trophy_room } } } character_modifier = { monthly_martial_lifestyle_xp_gain_mult = 0.05 advantage = 3 } parameters = { trophy_room_victory_influence = yes } ai_value = { value = 5 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } trophy_room_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = trophy_room_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_normal_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_trophy_room } multiply = 0.75 desc = raid_insight_trophy_room } } } character_modifier = { monthly_martial_lifestyle_xp_gain_mult = 0.05 advantage = 3 prowess = 1 } parameters = { trophy_room_victory_influence = yes } ai_value = { value = 4 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Stewardship Upgrade office_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_office } multiply = 0.75 desc = raid_insight_office } } } parameters = { estate_local_theme_cost_reduction = yes estate_unlock_teach_governor_interaction = yes } character_modifier = { monthly_stewardship_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 7 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } office_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = office_palace_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_office } multiply = 0.75 desc = raid_insight_office } } } parameters = { estate_local_theme_cost_reduction = yes estate_governor_efficiency_bonus = yes estate_unlock_teach_governor_interaction = yes } character_modifier = { monthly_stewardship_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } office_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = office_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_normal_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_office } multiply = 0.75 desc = raid_insight_office } } } parameters = { estate_local_theme_cost_reduction = yes estate_governor_efficiency_bonus = yes estate_governor_efficiency_bonus_for_house_members = yes estate_unlock_teach_governor_interaction = yes } character_modifier = { monthly_stewardship_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 5 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } office_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = office_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_normal_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_office } multiply = 0.75 desc = raid_insight_office } } } parameters = { estate_local_theme_cost_reduction = yes estate_governor_efficiency_bonus = yes estate_governor_efficiency_bonus_for_house_members = yes estate_governor_trait_xp_bonus_for_contracts = yes estate_unlock_teach_governor_interaction = yes } character_modifier = { monthly_stewardship_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 4 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Intrigue Upgrade servants_quarters_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_servants_quarters } multiply = 0.75 desc = raid_insight_servants_quarters } } } character_modifier = { monthly_intrigue_lifestyle_xp_gain_mult = 0.05 hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value } ai_value = { value = 7 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } servants_quarters_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = servants_quarters_palace_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_servants_quarters } multiply = 0.75 desc = raid_insight_servants_quarters } } } parameters = { estate_unlock_hire_agents_decision = yes } character_modifier = { monthly_intrigue_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } servants_quarters_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = servants_quarters_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_normal_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_servants_quarters } multiply = 0.75 desc = raid_insight_servants_quarters } } } parameters = { estate_unlock_hire_agents_decision = yes } character_modifier = { monthly_intrigue_lifestyle_xp_gain_mult = 0.05 owned_hostile_scheme_success_chance_add = 5 } ai_value = { value = 5 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } servants_quarters_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = servants_quarters_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_normal_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_servants_quarters } multiply = 0.75 desc = raid_insight_servants_quarters } } } parameters = { estate_unlock_hire_agents_decision = yes estate_improve_political_scheme_countermeasure = yes } character_modifier = { monthly_intrigue_lifestyle_xp_gain_mult = 0.05 owned_hostile_scheme_success_chance_add = 5 max_hostile_schemes_add = 1 } ai_value = { value = 4 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Learning Upgrade library_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_library } multiply = 0.75 desc = raid_insight_library } } } character_modifier = { monthly_learning_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 7 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } library_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = library_palace_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_library } multiply = 0.75 desc = raid_insight_library } } } parameters = { estate_increase_physician_aptitude = yes } character_modifier = { monthly_learning_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } # Observatory sub-branch library_observatory_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = library_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_normal_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_library } multiply = 0.75 desc = raid_insight_library } } } parameters = { estate_increase_physician_aptitude = yes } character_modifier = { monthly_learning_lifestyle_xp_gain_mult = 0.05 owned_legend_spread_mult = 0.05 } ai_value = { value = 5 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } library_observatory_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = library_observatory_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_normal_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_library } multiply = 0.75 desc = raid_insight_library } } } parameters = { estate_increase_physician_aptitude = yes } character_modifier = { monthly_learning_lifestyle_xp_gain_mult = 0.05 owned_legend_spread_mult = 0.05 } ai_value = { value = 4 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } # Education sub-branch library_education_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = library_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_high_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_library } multiply = 0.75 desc = raid_insight_library } } } parameters = { estate_increase_physician_aptitude = yes estate_reduced_tutor_cost = yes } character_modifier = { monthly_learning_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 5 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } library_education_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = library_education_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_high_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_library } multiply = 0.75 desc = raid_insight_library } } } parameters = { estate_unlock_tier_5_education = yes estate_increase_physician_aptitude = yes estate_reduced_tutor_cost = yes estate_increased_tutor_aptitude = yes } character_modifier = { monthly_learning_lifestyle_xp_gain_mult = 0.05 } ai_value = { value = 4 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Bath bath_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_bath } multiply = 0.75 desc = raid_insight_bath } } } character_modifier = { negate_health_penalty_add = 0.05 attraction_opinion = 3 } parameters = { estate_increase_safe_treatment_success_1 = yes } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } bath_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = bath_palace_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_bath } multiply = 0.75 desc = raid_insight_bath } } } character_modifier = { negate_health_penalty_add = 0.05 attraction_opinion = 3 epidemic_resistance = 2 } parameters = { estate_increase_safe_treatment_success_1 = yes } ai_value = { value = 5 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } bath_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = bath_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_normal_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_bath } multiply = 0.75 desc = raid_insight_bath } } } character_modifier = { negate_health_penalty_add = 0.05 attraction_opinion = 3 epidemic_resistance = 3 } parameters = { estate_increase_safe_treatment_success_1 = yes } ai_value = { value = 4 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } bath_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = bath_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_normal_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_bath } multiply = 0.75 desc = raid_insight_bath } } } character_modifier = { negate_health_penalty_add = 0.05 attraction_opinion = 3 epidemic_resistance = 5 } parameters = { estate_increase_safe_treatment_success_2 = yes } ai_value = { value = 3 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Guest Room guest_room_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_high_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_guest_room } multiply = 0.75 desc = raid_insight_guest_room } } } character_modifier = { domicile_monthly_influence_mult = 0.02 courtier_and_guest_opinion = 2 } ai_value = { value = 8 if = { limit = { scope:owner.culture ?= { has_cultural_tradition = tradition_esteemed_hospitality } } add = 2 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } guest_room_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = guest_room_palace_01 cost = { gold = { value = estate_internal_building_high_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_guest_room } multiply = 0.75 desc = raid_insight_guest_room } } } character_modifier = { domicile_monthly_influence_mult = 0.02 } parameters = { increased_success_personal_schemes_1 = yes } ai_value = { value = 7 if = { limit = { scope:owner.culture ?= { has_cultural_tradition = tradition_esteemed_hospitality } } add = 2 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } guest_room_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = guest_room_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_high_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_guest_room } multiply = 0.75 desc = raid_insight_guest_room } } } character_modifier = { domicile_monthly_influence_mult = 0.02 courtier_and_guest_opinion = 2 } parameters = { increased_success_personal_schemes_1 = yes } ai_value = { value = 6 if = { limit = { scope:owner.culture ?= { has_cultural_tradition = tradition_esteemed_hospitality } } add = 2 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } guest_room_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = guest_room_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_high_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_guest_room } multiply = 0.75 desc = raid_insight_guest_room } } } character_modifier = { domicile_monthly_influence_mult = 0.02 } parameters = { increased_success_personal_schemes_2 = yes } ai_value = { value = 5 if = { limit = { scope:owner.culture ?= { has_cultural_tradition = tradition_esteemed_hospitality } } add = 2 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } guest_room_palace_05 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = guest_room_palace_04 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_04 } } cost = { gold = { value = estate_internal_building_high_cost_tier_5_value if = { limit = { has_character_modifier = raid_insight_guest_room } multiply = 0.75 desc = raid_insight_guest_room } } } character_modifier = { domicile_monthly_influence_mult = 0.02 courtier_and_guest_opinion = 2 } parameters = { increased_success_personal_schemes_2 = yes } ai_value = { value = 4 if = { limit = { scope:owner.culture ?= { has_cultural_tradition = tradition_esteemed_hospitality } } add = 2 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } guest_room_palace_06 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = guest_room_palace_05 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_05 } } cost = { gold = { value = estate_internal_building_high_cost_tier_6_value if = { limit = { has_character_modifier = raid_insight_guest_room } multiply = 0.75 desc = raid_insight_guest_room } } } character_modifier = { domicile_monthly_influence_mult = 0.02 } parameters = { increased_success_personal_schemes_3 = yes } ai_value = { value = 3 if = { limit = { scope:owner.culture ?= { has_cultural_tradition = tradition_esteemed_hospitality } } add = 2 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Wine Cellar wine_cellar_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_high_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_wine_cellar } multiply = 0.75 } } } parameters = { estate_unlock_feast_influence_option_1 = yes } ai_value = { value = 8 if = { limit = { scope:owner.culture ?= { OR = { has_cultural_pillar = heritage_byzantine has_cultural_tradition = tradition_culinary_art } } } add = 3 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } wine_cellar_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = wine_cellar_palace_01 cost = { gold = { value = estate_internal_building_high_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_wine_cellar } multiply = 0.75 } } } parameters = { estate_unlock_feast_influence_option_2 = yes } ai_value = { value = 6 if = { limit = { scope:owner.culture ?= { OR = { has_cultural_pillar = heritage_byzantine has_cultural_tradition = tradition_culinary_art } } } add = 3 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } wine_cellar_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = wine_cellar_palace_02 cost = { gold = { value = estate_internal_building_high_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_wine_cellar } multiply = 0.75 } } } parameters = { estate_unlock_feast_influence_option_3 = yes } ai_value = { value = 4 if = { limit = { scope:owner.culture ?= { OR = { has_cultural_pillar = heritage_byzantine has_cultural_tradition = tradition_culinary_art } } } add = 3 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Courtyard courtyard_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_courtyard } multiply = 0.75 desc = raid_insight_courtyard } } } parameters = { estate_improved_feast_opinion = yes } character_modifier = { political_scheme_phase_duration_add = -3 } ai_value = { value = 8 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } courtyard_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = courtyard_palace_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_courtyard } multiply = 0.75 desc = raid_insight_courtyard } } } parameters = { estate_improved_feast_opinion = yes estate_cheaper_feast_cost = yes } character_modifier = { political_scheme_phase_duration_add = -3 } ai_value = { value = 7 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } courtyard_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = courtyard_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_normal_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_courtyard } multiply = 0.75 desc = raid_insight_courtyard } } } parameters = { estate_improved_feast_opinion = yes estate_cheaper_feast_cost = yes } character_modifier = { political_scheme_phase_duration_add = -3 } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } courtyard_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = courtyard_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_normal_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_courtyard } multiply = 0.75 desc = raid_insight_courtyard } } } parameters = { estate_improved_feast_opinion = yes estate_cheaper_feast_cost = yes } character_modifier = { political_scheme_phase_duration_add = -3 } ai_value = { value = 5 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Prison prison_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_prison } multiply = 0.75 desc = raid_insight_prison } } } character_modifier = { dread_gain_mult = 0.05 hostage_income_mult = 0.05 } ai_value = { value = 7 if = { limit = { scope:owner = { OR = { has_trait = vengeful has_trait = callous has_trait = sadistic } } } add = 5 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } prison_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = prison_palace_01 cost = { gold = { value = estate_internal_building_normal_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_prison } multiply = 0.75 desc = raid_insight_prison } } } parameters = { estate_torture_grants_influence = yes } character_modifier = { dread_gain_mult = 0.05 hostage_income_mult = 0.05 } ai_value = { value = 6 if = { limit = { scope:owner = { OR = { has_trait = vengeful has_trait = callous has_trait = sadistic } } } add = 5 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } prison_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = prison_palace_02 can_construct = { domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_normal_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_prison } multiply = 0.75 desc = raid_insight_prison } } } parameters = { estate_torture_grants_influence = yes } character_modifier = { dread_gain_mult = 0.05 hostage_income_mult = 0.05 hostage_renown_mult = 0.05 } ai_value = { value = 5 if = { limit = { scope:owner = { OR = { has_trait = vengeful has_trait = callous has_trait = sadistic } } } add = 5 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } prison_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = prison_palace_03 can_construct = { domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_normal_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_prison } multiply = 0.75 desc = raid_insight_prison } } } parameters = { estate_torture_grants_influence = yes } character_modifier = { dread_gain_mult = 0.05 hostage_income_mult = 0.05 hostage_renown_mult = 0.05 } ai_value = { value = 4 if = { limit = { scope:owner = { OR = { has_trait = vengeful has_trait = callous has_trait = sadistic } } } add = 5 } add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Reception Hall reception_hall_palace_01 = { construction_time = 1000 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 can_construct = { dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } } cost = { gold = { value = estate_internal_building_high_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_reception_hall } multiply = 0.75 desc = raid_insight_reception_hall } } } character_modifier = { domicile_monthly_influence_mult = 0.02 } parameters = { legitimacy_counter = yes reception_hall_legitimacy_loss_palace_01 = yes } ai_value = { value = 8 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } reception_hall_palace_02 = { construction_time = 1000 allowed_domicile_types = { palace } slot_type = internal previous_building = reception_hall_palace_01 can_construct = { dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } } cost = { gold = { value = estate_internal_building_high_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_reception_hall } multiply = 0.75 desc = raid_insight_reception_hall } } } character_modifier = { domicile_monthly_influence_mult = 0.04 } parameters = { legitimacy_counter = yes reception_hall_legitimacy_loss_palace_02 = yes estate_increase_house_member_investment_cap_1 = yes } ai_value = { value = 7 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } reception_hall_palace_03 = { construction_time = 1000 allowed_domicile_types = { palace } slot_type = internal previous_building = reception_hall_palace_02 can_construct = { dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_high_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_reception_hall } multiply = 0.75 desc = raid_insight_reception_hall } } } character_modifier = { domicile_monthly_influence_mult = 0.06 } parameters = { legitimacy_counter = yes reception_hall_legitimacy_loss_palace_03 = yes estate_increase_house_member_investment_cap_2 = yes } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } reception_hall_palace_04 = { construction_time = 1000 allowed_domicile_types = { palace } slot_type = internal previous_building = reception_hall_palace_03 can_construct = { dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } cost = { gold = { value = estate_internal_building_high_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_reception_hall } multiply = 0.75 desc = raid_insight_reception_hall } } } character_modifier = { domicile_monthly_influence_mult = 0.08 } parameters = { legitimacy_counter = yes reception_hall_legitimacy_loss_palace_04 = yes estate_increase_house_member_investment_cap_3 = yes } ai_value = { value = 5 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } reception_hall_palace_05 = { construction_time = 1000 allowed_domicile_types = { palace } slot_type = internal previous_building = reception_hall_palace_04 can_construct = { dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } domicile ?= { has_domicile_building_or_higher = palace_main_04 } } cost = { gold = { value = estate_internal_building_high_cost_tier_5_value if = { limit = { has_character_modifier = raid_insight_reception_hall } multiply = 0.75 desc = raid_insight_reception_hall } } } character_modifier = { domicile_monthly_influence_mult = 0.1 } parameters = { legitimacy_counter = yes reception_hall_legitimacy_loss_palace_05 = yes estate_increase_house_member_investment_cap_4 = yes } ai_value = { value = 4 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } ### Cabinet of Curiosities cabinet_of_curiosities_palace_01 = { construction_time = 1000 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 can_construct = { dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_4 } } cost = { gold = { value = estate_internal_building_high_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_cabinet_of_curiosities } multiply = 0.75 desc = raid_insight_cabinet_of_curiosities } } } character_modifier = { learning_per_influence_level = 1 domicile_monthly_influence_add = 0.1 } parameters = { can_receive_artifacts = yes estate_improved_inspirations_1 = yes house_head_can_ask_for_artifacts = yes } ai_value = { value = 8 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } cabinet_of_curiosities_palace_02 = { construction_time = 1000 allowed_domicile_types = { palace } slot_type = internal previous_building = cabinet_of_curiosities_palace_01 can_construct = { dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_4 custom_description = { text = cabinet_of_curiosities_upgrade_trigger_2 dynast.house ?= { cabinet_of_curiosities_artifact_score >= 15 } } } } cost = { gold = { value = estate_internal_building_high_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_cabinet_of_curiosities } multiply = 0.75 desc = raid_insight_cabinet_of_curiosities } } } character_modifier = { stewardship_per_influence_level = 1 monthly_dynasty_prestige = 0.5 domicile_monthly_influence_add = 0.2 monthly_court_grandeur_change_add = 0.2 } parameters = { can_receive_artifacts = yes estate_improved_inspirations_2 = yes estate_reduce_commission_artifact_cost = yes estate_increase_antiquarian_aptitude = yes house_head_can_ask_for_artifacts = yes } ai_value = { value = 7 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } cabinet_of_curiosities_palace_03 = { construction_time = 1000 allowed_domicile_types = { palace } slot_type = internal previous_building = cabinet_of_curiosities_palace_02 can_construct = { dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_4 custom_description = { text = cabinet_of_curiosities_upgrade_trigger_3 dynast.house ?= { cabinet_of_curiosities_artifact_score >= 35 } } } } cost = { gold = { value = estate_internal_building_high_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_cabinet_of_curiosities } multiply = 0.75 desc = raid_insight_cabinet_of_curiosities } } } character_modifier = { learning_per_influence_level = 1 stewardship_per_influence_level = 1 monthly_dynasty_prestige = 0.5 domicile_monthly_influence_add = 0.3 monthly_court_grandeur_change_add = 0.3 general_opinion = 10 } parameters = { can_receive_artifacts = yes estate_improved_inspirations_2 = yes estate_reduce_commission_artifact_cost = yes estate_increase_antiquarian_aptitude = yes house_head_can_ask_for_artifacts = yes } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } #Grand Solar grand_solar_palace_01 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = palace_main_01 can_construct = { custom_tooltip = { text = unlocked_via_event house.house_head = { has_character_flag = ep3_construct_grand_solar } } } cost = { gold = { value = estate_internal_building_high_cost_tier_1_value if = { limit = { has_character_modifier = raid_insight_grand_solar } multiply = 0.75 desc = raid_insight_grand_solar } } } character_modifier = { dynasty_opinion = 5 stress_gain_mult = -0.05 } ai_value = { value = 10 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } grand_solar_palace_02 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = grand_solar_palace_01 can_construct = { custom_tooltip = { text = unlocked_via_event house.house_head = { has_character_flag = ep3_construct_grand_solar } } } cost = { gold = { value = estate_internal_building_high_cost_tier_2_value if = { limit = { has_character_modifier = raid_insight_grand_solar } multiply = 0.75 desc = raid_insight_grand_solar } } } character_modifier = { dynasty_opinion = 5 stress_gain_mult = -0.05 } ai_value = { value = 8 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } grand_solar_palace_03 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = grand_solar_palace_02 can_construct = { custom_tooltip = { text = unlocked_via_event house.house_head = { has_character_flag = ep3_construct_grand_solar } } domicile ?= { has_domicile_building_or_higher = palace_main_02 } } cost = { gold = { value = estate_internal_building_high_cost_tier_3_value if = { limit = { has_character_modifier = raid_insight_grand_solar } multiply = 0.75 desc = raid_insight_grand_solar } } } character_modifier = { monthly_dynasty_prestige = 0.1 dynasty_opinion = 5 stress_gain_mult = -0.1 } ai_value = { value = 6 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } } grand_solar_palace_04 = { construction_time = 730 allowed_domicile_types = { palace } slot_type = internal previous_building = grand_solar_palace_03 can_construct = { custom_tooltip = { text = unlocked_via_event house.house_head = { has_character_flag = ep3_construct_grand_solar } } domicile ?= { OR = { has_domicile_building_or_higher = palace_main_03 has_domicile_building_or_higher = palace_main_03 } } } parameters = { solar_white_peace_stress_loss = yes } cost = { gold = { value = estate_internal_building_high_cost_tier_4_value if = { limit = { has_character_modifier = raid_insight_grand_solar } multiply = 0.75 desc = raid_insight_grand_solar } } } character_modifier = { monthly_dynasty_prestige = 0.1 dynasty_opinion = 5 stress_gain_mult = -0.1 } ai_value = { value = 4 add = estate_building_ai_modifier_value } asset = { icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" } }