2507 lines
55 KiB
Text
2507 lines
55 KiB
Text
##########
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# Duchy Capital Buildings
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# These are built in the first barony of the first county of any duchy
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# Holding the associated duchy is required both to build, and for the buildings to be enabled
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##########
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# SPECIAL DUCHY BUILDINGS
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# We place these at the top to make them more visible in the building interface.
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##################
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# Tower of Silence
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##################
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tower_of_silence_01 = {
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construction_time = slow_construction_time
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type_icon = "icon_building_tower_of_silence.dds"
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can_construct_potential = {
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building_requirement_tribal = no
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder = {
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faith = { has_doctrine_parameter = can_build_towers_of_silence_active }
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}
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}
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is_enabled = {
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custom_tooltip = {
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text = tower_of_silence_01.tt.county_not_tos_users
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county.faith = { has_doctrine_parameter = can_build_towers_of_silence_active }
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}
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custom_tooltip = {
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text = tower_of_silence_01.tt.liege_not_approve_of_burial
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scope:holder.liege ?= {
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faith = {
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NOT = { has_doctrine_parameter = can_build_towers_of_silence_active }
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}
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}
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}
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county.holder = {
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has_title = prev.duchy
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faith = { has_doctrine_parameter = can_build_towers_of_silence_active }
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}
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_5_cost
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character_modifier = {
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same_faith_opinion = 10
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zealot_opinion = 10
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zealot_tax_contribution_mult = 0.2
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zealot_levy_contribution_mult = 0.2
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monthly_piety = 1
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owned_legend_spread_mult = 0.2
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legitimacy_gain_mult = 0.3
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 30
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monthly_county_control_growth_add = 0.25
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epidemic_resistance = 10
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}
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ai_value = {
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base = 100
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# Fill all building slots before going for duchy buildings
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modifier = {
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factor = 0
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free_building_slots > 0
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}
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modifier = { # Less likely when the AI should build regular buildings first
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factor = 0.1
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scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
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}
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}
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type = duchy_capital
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flag = fully_upgraded_duchy_capital_building
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}
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###################
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# Charnel Grounds #
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###################
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charnel_grounds_01 = {
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construction_time = slow_construction_time
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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faith = {
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has_doctrine_parameter = sky_burials_active
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}
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}
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can_construct_showing_failures_only = {
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faith = {
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has_doctrine_parameter = sky_burials_active
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = no
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cost_gold = expensive_building_tier_3_cost
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duchy_capital_county_modifier = {
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county_opinion_add = 5
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epidemic_resistance = 10
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}
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character_modifier = {
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monthly_piety = 0.1
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stress_gain_mult = -0.1
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clergy_opinion = 5
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}
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next_building = charnel_grounds_02
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type_icon = "icon_building_tower_of_silence_2.dds"
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type = duchy_capital
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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modifier = { # Fill all building slots before going for duchy buildings
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factor = 0
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free_building_slots > 0
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}
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}
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}
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charnel_grounds_02 = {
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construction_time = slow_construction_time
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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faith = {
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has_doctrine_parameter = sky_burials_active
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}
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}
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can_construct_showing_failures_only = {
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faith = {
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has_doctrine_parameter = sky_burials_active
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = no
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cost_gold = expensive_building_tier_4_cost
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duchy_capital_county_modifier = {
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county_opinion_add = 10
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epidemic_resistance = 15
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}
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character_modifier = {
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monthly_piety = 0.2
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stress_gain_mult = -0.15
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negate_health_penalty_add = 0.05
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clergy_opinion = 10
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}
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next_building = charnel_grounds_03
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type = duchy_capital
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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charnel_grounds_03 = {
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construction_time = slow_construction_time
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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faith = {
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has_doctrine_parameter = sky_burials_active
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}
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}
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can_construct_showing_failures_only = {
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faith = {
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has_doctrine_parameter = sky_burials_active
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = no
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cost_gold = expensive_building_tier_5_cost
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duchy_capital_county_modifier = {
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county_opinion_add = 15
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epidemic_resistance = 20
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}
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character_modifier = {
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monthly_piety = 0.3
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stress_gain_mult = -0.2
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negate_health_penalty_add = 0.1
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clergy_opinion = 15
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}
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type = duchy_capital
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flag = fully_upgraded_duchy_capital_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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##################
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### Graveyards ###
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##################
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burial_site_01 = {
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construction_time = slow_construction_time
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type_icon = "icon_building_graveyard.dds"
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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scope:holder = { has_dlc_feature = legends_of_the_dead }
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}
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can_construct_showing_failures_only = {
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culture = {
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has_innovation = innovation_manorialism
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_3_cost
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character_modifier = {
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monthly_piety = 0.3
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court_grandeur_baseline_add = 2
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owned_legend_spread_mult = 0.2
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legitimacy_gain_mult = 0.1
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}
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duchy_capital_county_modifier = {
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monthly_county_control_growth_factor = 0.1
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county_opinion_add = 5
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epidemic_resistance = 20
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}
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next_building = burial_site_02
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type_icon = "icon_building_graveyard.dds"
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type = duchy_capital
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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modifier = { # Fill all building slots before going for duchy buildings
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factor = 0
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free_building_slots > 0
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}
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modifier = { # Less likely when the AI should build regular buildings first
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factor = 0.1
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scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
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}
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}
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}
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burial_site_02 = {
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construction_time = slow_construction_time
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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scope:holder = { has_dlc_feature = legends_of_the_dead }
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}
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can_construct_showing_failures_only = {
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culture = {
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has_innovation = innovation_windmills
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_4_cost
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character_modifier = {
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monthly_piety = 0.5
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court_grandeur_baseline_add = 4
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owned_legend_spread_mult = 0.3
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legitimacy_gain_mult = 0.15
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 10
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monthly_county_control_growth_factor = 0.2
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epidemic_resistance = 30
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}
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next_building = burial_site_03
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type = duchy_capital
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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burial_site_03 = {
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construction_time = slow_construction_time
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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scope:holder = { has_dlc_feature = legends_of_the_dead }
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}
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can_construct_showing_failures_only = {
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culture = {
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has_innovation = innovation_cranes
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_5_cost
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character_modifier = {
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monthly_piety = 1
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court_grandeur_baseline_add = 6
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owned_legend_spread_mult = 0.4
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legitimacy_gain_mult = 0.2
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 10
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monthly_county_control_growth_factor = 0.4
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epidemic_resistance = 40
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}
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type = duchy_capital
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flag = fully_upgraded_duchy_capital_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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###############
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### Regular ###
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###############
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royal_garden_01 = {
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construction_time = slow_construction_time
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effect_desc = royal_garden_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building }
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NOR = {
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terrain = desert_mountains
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terrain = mountains
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terrain = wetlands
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}
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}
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can_construct_showing_failures_only = {
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culture = {
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has_innovation = innovation_manorialism
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_3_cost
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character_modifier = {
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monthly_prestige_gain_mult = 0.05
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stress_gain_mult = -0.10
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#Add a court grandeur bonus
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court_grandeur_baseline_add = 4
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#character_capital_county_monthly_development_growth_add = 0.2
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 5
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}
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province_modifier = {
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monthly_income = good_building_tax_tier_2
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}
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next_building = royal_garden_02
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type_icon = "icon_building_royal_gardens.dds"
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type = duchy_capital
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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modifier = { # Fill all building slots before going for duchy buildings
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factor = 0
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free_building_slots > 0
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}
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modifier = { # Less likely when the AI should build regular buildings first
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factor = 0.1
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scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
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}
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}
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}
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royal_garden_02 = {
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construction_time = slow_construction_time
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effect_desc = royal_garden_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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}
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can_construct_showing_failures_only = {
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county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building }
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culture = { has_innovation = innovation_windmills }
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_4_cost
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character_modifier = {
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monthly_prestige_gain_mult = 0.10
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stress_gain_mult = -0.20
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#Add a court grandeur bonus
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court_grandeur_baseline_add = 8
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#character_capital_county_monthly_development_growth_add = 0.4
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 10
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}
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province_modifier = {
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monthly_income = good_building_tax_tier_3
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}
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next_building = royal_garden_03
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type = duchy_capital
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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royal_garden_03 = {
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construction_time = slow_construction_time
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effect_desc = royal_garden_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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}
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can_construct_showing_failures_only = {
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county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building }
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culture = { has_innovation = innovation_cranes }
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_5_cost
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character_modifier = {
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monthly_prestige_gain_mult = 0.15
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stress_gain_mult = -0.30
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#Add a court grandeur bonus
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court_grandeur_baseline_add = 12
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#character_capital_county_monthly_development_growth_add = 0.6
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 15
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}
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province_modifier = {
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monthly_income = good_building_tax_tier_4
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}
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type = duchy_capital
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flag = fully_upgraded_duchy_capital_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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# REGULAR DUCHY BUILDINGS
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military_academy_01 = {
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construction_time = slow_construction_time
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effect_desc = academies_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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}
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can_construct_showing_failures_only = {
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culture = {
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has_innovation = innovation_burhs
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}
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_3_cost
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character_modifier = {
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knight_limit = 2
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knight_effectiveness_mult = 0.25
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army_maintenance_mult = -0.025
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men_at_arms_recruitment_cost = -0.1
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men_at_arms_limit = 1
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}
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next_building = military_academy_02
|
|
|
|
type_icon = "icon_building_military_academy.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
military_academy_02 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = academies_effect_desc
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_castle_baileys
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
character_modifier = {
|
|
knight_limit = 4
|
|
knight_effectiveness_mult = 0.5
|
|
army_maintenance_mult = -0.035
|
|
men_at_arms_recruitment_cost = -0.2
|
|
men_at_arms_limit = 2
|
|
}
|
|
|
|
next_building = military_academy_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
military_academy_03 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = academies_effect_desc
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_royal_armory
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
character_modifier = {
|
|
knight_limit = 6
|
|
knight_effectiveness_mult = 0.75
|
|
army_maintenance_mult = -0.05
|
|
men_at_arms_recruitment_cost = -0.3
|
|
men_at_arms_limit = 3
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
march_01 = {
|
|
construction_time = slow_construction_time
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_burhs
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
supply_limit_mult = 0.25
|
|
levy_reinforcement_rate = 0.25
|
|
garrison_size = 0.25
|
|
hostile_raid_time = 0.2
|
|
defender_holding_advantage = 5
|
|
additional_fort_level = normal_building_fort_level_tier_2
|
|
travel_danger = -10
|
|
mountains_tax_mult = 0.15
|
|
desert_mountains_tax_mult = 0.15
|
|
hills_tax_mult = 0.15
|
|
}
|
|
|
|
next_building = march_02
|
|
|
|
type_icon = "icon_building_march.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
culture_likely_to_fortify_modifier = yes
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
march_02 = {
|
|
construction_time = slow_construction_time
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_castle_baileys
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
supply_limit_mult = 0.5
|
|
levy_reinforcement_rate = 0.5
|
|
garrison_size = 0.5
|
|
hostile_raid_time = 0.3
|
|
defender_holding_advantage = 10
|
|
additional_fort_level = normal_building_fort_level_tier_4
|
|
travel_danger = -20
|
|
mountains_tax_mult = 0.2
|
|
desert_mountains_tax_mult = 0.2
|
|
hills_tax_mult = 0.2
|
|
}
|
|
|
|
next_building = march_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
culture_likely_to_fortify_modifier = yes
|
|
}
|
|
}
|
|
|
|
march_03 = {
|
|
construction_time = slow_construction_time
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_royal_armory
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
supply_limit_mult = 1
|
|
levy_reinforcement_rate = 1
|
|
garrison_size = 1
|
|
hostile_raid_time = 0.4
|
|
defender_holding_advantage = 15
|
|
additional_fort_level = normal_building_fort_level_tier_6
|
|
travel_danger = -30
|
|
mountains_tax_mult = 0.3
|
|
desert_mountains_tax_mult = 0.3
|
|
hills_tax_mult = 0.3
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
culture_likely_to_fortify_modifier = yes
|
|
}
|
|
}
|
|
|
|
siege_works_01 = {
|
|
construction_time = slow_construction_time
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_burhs
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
character_modifier = {
|
|
siege_weapon_recruitment_cost_mult = -0.15
|
|
siege_weapon_maintenance_mult = -0.15
|
|
}
|
|
province_modifier = {
|
|
stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_1
|
|
stationed_siege_weapon_toughness_add = 5
|
|
}
|
|
duchy_capital_county_modifier = {
|
|
additional_fort_level = normal_building_fort_level_tier_2
|
|
}
|
|
|
|
next_building = siege_works_02
|
|
|
|
type_icon = "icon_building_siege_works.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
culture_likely_to_fortify_modifier = yes
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
siege_works_02 = {
|
|
construction_time = slow_construction_time
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_castle_baileys
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
character_modifier = {
|
|
siege_weapon_recruitment_cost_mult = -0.3
|
|
siege_weapon_maintenance_mult = -0.3
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_2
|
|
stationed_siege_weapon_toughness_add = 10
|
|
}
|
|
duchy_capital_county_modifier = {
|
|
additional_fort_level = normal_building_fort_level_tier_4
|
|
}
|
|
|
|
next_building = siege_works_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
culture_likely_to_fortify_modifier = yes
|
|
}
|
|
}
|
|
|
|
siege_works_03 = {
|
|
construction_time = slow_construction_time
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_royal_armory
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
character_modifier = {
|
|
siege_weapon_recruitment_cost_mult = -0.45
|
|
siege_weapon_maintenance_mult = -0.45
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_3
|
|
stationed_siege_weapon_toughness_add = 15
|
|
}
|
|
duchy_capital_county_modifier = {
|
|
additional_fort_level = normal_building_fort_level_tier_6
|
|
}
|
|
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
culture_likely_to_fortify_modifier = yes
|
|
}
|
|
}
|
|
|
|
royal_armory_01 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = tournament_melee_cost_discount_effect_toto_desc
|
|
}
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_burhs
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
levy_size = 0.2
|
|
}
|
|
|
|
character_modifier = {
|
|
army_maintenance_mult = -0.025
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_maa_damage_mult = normal_maa_damage_tier_1
|
|
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
|
|
}
|
|
|
|
character_culture_modifier = {
|
|
parameter = better_armory_buildings
|
|
prowess = 2
|
|
knight_effectiveness_mult = 0.15
|
|
}
|
|
|
|
duchy_capital_county_culture_modifier = {
|
|
parameter = better_armory_buildings
|
|
build_gold_cost = -0.1
|
|
holding_build_gold_cost = -0.1
|
|
}
|
|
|
|
province_culture_modifier = {
|
|
parameter = better_armory_buildings
|
|
stationed_maa_damage_mult = normal_maa_damage_tier_1
|
|
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
|
|
}
|
|
|
|
next_building = royal_armory_02
|
|
|
|
type_icon = "icon_building_royal_armory.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
royal_armory_02 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = tournament_activity_cost_max_discount_effect_desc
|
|
}
|
|
}
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_castle_baileys
|
|
}
|
|
}
|
|
|
|
character_culture_modifier = {
|
|
parameter = better_armory_buildings
|
|
prowess = 3
|
|
knight_effectiveness_mult = 0.3
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
levy_size = 0.3
|
|
}
|
|
|
|
character_modifier = {
|
|
army_maintenance_mult = -0.05
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_maa_damage_mult = normal_maa_damage_tier_2
|
|
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
|
|
}
|
|
|
|
duchy_capital_county_culture_modifier = {
|
|
parameter = better_armory_buildings
|
|
build_gold_cost = -0.15
|
|
holding_build_gold_cost = -0.15
|
|
}
|
|
|
|
province_culture_modifier = {
|
|
parameter = better_armory_buildings
|
|
stationed_maa_damage_mult = normal_maa_damage_tier_2
|
|
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
|
|
}
|
|
|
|
next_building = royal_armory_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
royal_armory_03 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = tournament_activity_cost_max_discount_effect_desc
|
|
}
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_royal_armory
|
|
}
|
|
}
|
|
|
|
character_culture_modifier = {
|
|
parameter = better_armory_buildings
|
|
prowess = 4
|
|
knight_effectiveness_mult = 0.45
|
|
}
|
|
|
|
duchy_capital_county_culture_modifier = {
|
|
parameter = better_armory_buildings
|
|
build_gold_cost = -0.2
|
|
holding_build_gold_cost = -0.2
|
|
}
|
|
|
|
character_modifier = {
|
|
army_maintenance_mult = -0.1
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_maa_damage_mult = normal_maa_damage_tier_3
|
|
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
|
|
}
|
|
|
|
province_culture_modifier = {
|
|
parameter = better_armory_buildings
|
|
stationed_maa_damage_mult = normal_maa_damage_tier_3
|
|
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
levy_size = 0.4
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
jousting_lists_01 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = unlocks_building_desc
|
|
}
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = tournament_horse_cost_discount_effect_toto_desc
|
|
}
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_burhs
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
character_modifier = {
|
|
men_at_arms_maintenance = -0.06
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_1
|
|
stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_1
|
|
stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_1
|
|
stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_1
|
|
stationed_light_cavalry_damage_mult = high_maa_damage_tier_1
|
|
stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_1
|
|
stationed_light_cavalry_screen_mult = high_maa_screen_tier_1
|
|
stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_1
|
|
stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_1
|
|
stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_1
|
|
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_1
|
|
stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_1
|
|
stationed_camel_cavalry_screen_mult = high_maa_screen_tier_1
|
|
stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_1
|
|
}
|
|
|
|
next_building = jousting_lists_02
|
|
|
|
type_icon = "icon_building_jousting_lists.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
ai_anti_synergy_armored_infantry_modifier = yes
|
|
ai_anti_synergy_light_infantry_modifier = yes
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
modifier = { # Don't build unsuitable MaA-boosting duchy buildings
|
|
factor = 0
|
|
scope:holder = {
|
|
NOR = {
|
|
number_maa_regiments_of_base_type = {
|
|
type = heavy_cavalry
|
|
value > 0
|
|
}
|
|
number_maa_regiments_of_base_type = {
|
|
type = light_cavalry
|
|
value > 0
|
|
}
|
|
number_maa_regiments_of_base_type = {
|
|
type = elephant_cavalry
|
|
value > 0
|
|
}
|
|
number_maa_regiments_of_base_type = {
|
|
type = camel_cavalry
|
|
value > 0
|
|
}
|
|
}
|
|
}
|
|
}
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
jousting_lists_02 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = unlocks_building_desc
|
|
}
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = tournament_horse_cost_discount_effect_toto_desc
|
|
}
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_castle_baileys
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
character_modifier = {
|
|
men_at_arms_maintenance = -0.08
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_2
|
|
stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_2
|
|
stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_2
|
|
stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_2
|
|
stationed_light_cavalry_damage_mult = high_maa_damage_tier_2
|
|
stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_2
|
|
stationed_light_cavalry_screen_mult = high_maa_screen_tier_2
|
|
stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_2
|
|
stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_2
|
|
stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_2
|
|
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_2
|
|
stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_2
|
|
stationed_camel_cavalry_screen_mult = high_maa_screen_tier_2
|
|
stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_2
|
|
}
|
|
|
|
next_building = jousting_lists_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
jousting_lists_03 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = unlocks_building_desc
|
|
}
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = tournament_horse_cost_discount_effect_toto_desc
|
|
}
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_royal_armory
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
character_modifier = {
|
|
men_at_arms_maintenance = -0.1
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_3
|
|
stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_3
|
|
stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_3
|
|
stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_3
|
|
stationed_light_cavalry_damage_mult = high_maa_damage_tier_3
|
|
stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_3
|
|
stationed_light_cavalry_screen_mult = high_maa_screen_tier_3
|
|
stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_3
|
|
stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_3
|
|
stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_3
|
|
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_3
|
|
stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_3
|
|
stationed_camel_cavalry_screen_mult = high_maa_screen_tier_3
|
|
stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_3
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
blacksmiths_01 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
desc = unlocks_building_desc
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = blacksmiths_toto_effect_desc
|
|
}
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = royal_court }
|
|
desc = blacksmiths_roco_effect_desc
|
|
}
|
|
desc = blacksmiths_effect_desc
|
|
}
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_burhs
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
character_modifier = {
|
|
men_at_arms_maintenance = -0.06
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_pikemen_damage_mult = normal_maa_damage_tier_1
|
|
stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_1
|
|
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1
|
|
stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_1
|
|
}
|
|
|
|
character_culture_modifier = {
|
|
parameter = better_blacksmith_buildings
|
|
prowess = 2
|
|
}
|
|
|
|
duchy_capital_county_culture_modifier = {
|
|
parameter = better_blacksmith_buildings
|
|
supply_limit_mult = 0.25
|
|
}
|
|
|
|
province_culture_modifier = {
|
|
parameter = better_blacksmith_buildings
|
|
stationed_pikemen_damage_mult = normal_maa_damage_tier_1
|
|
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
|
|
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1
|
|
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1
|
|
}
|
|
|
|
|
|
next_building = blacksmiths_02
|
|
|
|
type_icon = "icon_building_blacksmiths.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
ai_anti_synergy_cavalry_modifier = yes
|
|
ai_anti_synergy_light_infantry_modifier = yes
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
modifier = { # Don't build unsuitable MaA-boosting duchy buildings
|
|
factor = 0
|
|
scope:holder = {
|
|
NOR = {
|
|
number_maa_regiments_of_base_type = {
|
|
type = pikemen
|
|
value > 0
|
|
}
|
|
number_maa_regiments_of_base_type = {
|
|
type = heavy_infantry
|
|
value > 0
|
|
}
|
|
}
|
|
}
|
|
}
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
blacksmiths_02 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
desc = unlocks_building_desc
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = blacksmiths_toto_effect_desc
|
|
}
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = royal_court }
|
|
desc = blacksmiths_roco_effect_desc
|
|
}
|
|
desc = blacksmiths_effect_desc
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_castle_baileys
|
|
}
|
|
}
|
|
|
|
character_culture_modifier = {
|
|
parameter = better_blacksmith_buildings
|
|
pikemen_toughness_mult = 0.05
|
|
heavy_infantry_toughness_mult = 0.05
|
|
prowess = 3
|
|
}
|
|
|
|
duchy_capital_county_culture_modifier = {
|
|
parameter = better_blacksmith_buildings
|
|
supply_limit_mult = 0.5
|
|
}
|
|
|
|
province_culture_modifier = {
|
|
parameter = better_blacksmith_buildings
|
|
stationed_pikemen_damage_mult = normal_maa_damage_tier_2
|
|
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
|
|
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2
|
|
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
character_modifier = {
|
|
men_at_arms_maintenance = -0.08
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_pikemen_damage_mult = normal_maa_damage_tier_2
|
|
stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_2
|
|
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2
|
|
stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_2
|
|
}
|
|
|
|
next_building = blacksmiths_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
blacksmiths_03 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
desc = unlocks_building_desc
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = blacksmiths_toto_effect_desc
|
|
}
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = royal_court }
|
|
desc = blacksmiths_roco_effect_desc
|
|
}
|
|
desc = blacksmiths_effect_desc
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_royal_armory
|
|
}
|
|
}
|
|
|
|
character_culture_modifier = {
|
|
parameter = better_blacksmith_buildings
|
|
prowess = 4
|
|
pikemen_toughness_mult = 0.08
|
|
heavy_infantry_toughness_mult = 0.08
|
|
}
|
|
|
|
duchy_capital_county_culture_modifier = {
|
|
parameter = better_blacksmith_buildings
|
|
supply_limit_mult = 0.75
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
character_modifier = {
|
|
men_at_arms_maintenance = -0.1
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_pikemen_damage_mult = normal_maa_damage_tier_3
|
|
stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_3
|
|
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3
|
|
stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_3
|
|
}
|
|
|
|
province_culture_modifier = {
|
|
parameter = better_blacksmith_buildings
|
|
stationed_pikemen_damage_mult = normal_maa_damage_tier_3
|
|
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3
|
|
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3
|
|
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_3
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
archery_ranges_01 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = tournament_archery_cost_discount_effect_toto_desc
|
|
}
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_burhs
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
character_modifier = {
|
|
men_at_arms_maintenance = -0.06
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_archers_damage_mult = very_high_maa_damage_tier_1
|
|
stationed_archers_toughness_mult = low_maa_toughness_tier_1
|
|
stationed_skirmishers_screen_mult = high_maa_screen_tier_1
|
|
stationed_skirmishers_damage_mult = very_high_maa_damage_tier_1
|
|
stationed_skirmishers_toughness_mult = high_maa_toughness_tier_1
|
|
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_1
|
|
stationed_archer_cavalry_screen_mult = high_maa_screen_tier_1
|
|
stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1
|
|
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1
|
|
stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_1
|
|
}
|
|
|
|
next_building = archery_ranges_02
|
|
|
|
type_icon = "icon_building_royal_hunting_grounds.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
ai_anti_synergy_cavalry_modifier = yes
|
|
ai_anti_synergy_armored_infantry_modifier = yes
|
|
modifier = {
|
|
add = 10
|
|
scope:holder = {
|
|
number_maa_regiments_of_base_type = {
|
|
type = archer_cavalry
|
|
value >= 2
|
|
}
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
modifier = { # Don't build unsuitable MaA-boosting duchy buildings
|
|
factor = 0
|
|
scope:holder = {
|
|
NOR = {
|
|
number_maa_regiments_of_base_type = {
|
|
type = archers
|
|
value > 0
|
|
}
|
|
number_maa_regiments_of_base_type = {
|
|
type = skirmishers
|
|
value > 0
|
|
}
|
|
number_maa_regiments_of_base_type = {
|
|
type = archer_cavalry
|
|
value > 0
|
|
}
|
|
}
|
|
}
|
|
}
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
archery_ranges_02 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = tournament_archery_cost_discount_effect_toto_desc
|
|
}
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_castle_baileys
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
character_modifier = {
|
|
men_at_arms_maintenance = -0.08
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_archers_damage_mult = very_high_maa_damage_tier_2
|
|
stationed_archers_toughness_mult = low_maa_toughness_tier_2
|
|
stationed_skirmishers_screen_mult = high_maa_screen_tier_2
|
|
stationed_skirmishers_damage_mult = very_high_maa_damage_tier_2
|
|
stationed_skirmishers_toughness_mult = high_maa_toughness_tier_2
|
|
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_2
|
|
stationed_archer_cavalry_screen_mult = high_maa_screen_tier_2
|
|
stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2
|
|
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2
|
|
stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_2
|
|
}
|
|
|
|
next_building = archery_ranges_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
archery_ranges_03 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = {
|
|
triggered_desc = {
|
|
trigger = { has_dlc_feature = tours_and_tournaments }
|
|
desc = tournament_archery_cost_discount_effect_toto_desc
|
|
}
|
|
}
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_royal_armory
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
character_modifier = {
|
|
men_at_arms_maintenance = -0.1
|
|
}
|
|
|
|
province_modifier = {
|
|
stationed_archers_damage_mult = very_high_maa_damage_tier_3
|
|
stationed_archers_toughness_mult = low_maa_toughness_tier_3
|
|
stationed_skirmishers_screen_mult = high_maa_screen_tier_3
|
|
stationed_skirmishers_damage_mult = very_high_maa_damage_tier_3
|
|
stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3
|
|
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_3
|
|
stationed_archer_cavalry_screen_mult = high_maa_screen_tier_3
|
|
stationed_archer_cavalry_damage_mult = high_maa_damage_tier_3
|
|
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3
|
|
stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_3
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
tax_assessor_01 = {
|
|
construction_time = slow_construction_time
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_manorialism
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
tax_mult = 0.15
|
|
}
|
|
|
|
next_building = tax_assessor_02
|
|
|
|
type_icon = "icon_building_tax_assessor.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
modifier = {
|
|
factor = 2
|
|
AND = {
|
|
building_watermills_requirement_terrain = yes
|
|
building_windmills_requirement_terrain = yes
|
|
}
|
|
}
|
|
modifier = {
|
|
factor = 2
|
|
OR = {
|
|
has_building_or_higher = watermills_01
|
|
has_building_or_higher = windmills_01
|
|
has_building_or_higher = caravanserai_01
|
|
}
|
|
}
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
tax_assessor_02 = {
|
|
construction_time = slow_construction_time
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_windmills
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
tax_mult = 0.20
|
|
}
|
|
|
|
next_building = tax_assessor_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
tax_assessor_03 = {
|
|
construction_time = slow_construction_time
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_cranes
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
tax_mult = 0.30
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
leisure_palace_01 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = leisure_palace_effect_desc
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_manorialism
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
character_modifier = {
|
|
monthly_prestige_gain_mult = 0.05
|
|
stress_loss_mult = 0.15
|
|
owned_hostile_scheme_success_chance_add = 5
|
|
owned_personal_scheme_success_chance_add = 5
|
|
}
|
|
|
|
duchy_capital_county_modifier = {
|
|
monthly_county_control_growth_factor = 0.2
|
|
monthly_county_control_growth_add = 0.2
|
|
}
|
|
|
|
next_building = leisure_palace_02
|
|
|
|
type_icon = "icon_building_leisure_palace.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 10
|
|
|
|
modifier = { # This type of Duchy Capital Building should be more rare
|
|
add = 10
|
|
scope:holder = {
|
|
OR = { # Suitable personality; cares a lot about their image or reclusive
|
|
has_trait = arrogant
|
|
has_trait = deceitful
|
|
has_trait = paranoid
|
|
has_trait = shy
|
|
has_trait = lazy
|
|
has_trait = reclusive
|
|
has_trait = profligate
|
|
}
|
|
}
|
|
}
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
leisure_palace_02 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = leisure_palace_effect_desc
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_windmills
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
character_modifier = {
|
|
monthly_prestige_gain_mult = 0.1
|
|
stress_loss_mult = 0.25
|
|
owned_hostile_scheme_success_chance_add = 15
|
|
owned_personal_scheme_success_chance_add = 15
|
|
}
|
|
|
|
duchy_capital_county_modifier = {
|
|
monthly_county_control_growth_factor = 0.4
|
|
monthly_county_control_growth_add = 0.3
|
|
}
|
|
|
|
next_building = leisure_palace_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
leisure_palace_03 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = leisure_palace_effect_desc
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_cranes
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
character_modifier = {
|
|
monthly_prestige_gain_mult = 0.15
|
|
stress_loss_mult = 0.35
|
|
owned_hostile_scheme_success_chance_add = 25
|
|
owned_personal_scheme_success_chance_add = 25
|
|
}
|
|
|
|
duchy_capital_county_modifier = {
|
|
monthly_county_control_growth_factor = 0.6
|
|
monthly_county_control_growth_add = 0.4
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
royal_forest_01 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = royal_reserves_desc
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
NOR = {
|
|
terrain = steppe
|
|
terrain = desert
|
|
terrain = oasis
|
|
terrain = desert_mountains
|
|
terrain = mountains
|
|
terrain = wetlands
|
|
}
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_manorialism
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
county_opinion_add = 5
|
|
development_growth_factor = 0.1
|
|
}
|
|
province_modifier = {
|
|
monthly_income = good_building_tax_tier_2
|
|
}
|
|
|
|
next_building = royal_forest_02
|
|
|
|
type_icon = "icon_building_royal_forest.dds"
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
}
|
|
|
|
royal_forest_02 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = royal_reserves_desc
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_windmills
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_4_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
county_opinion_add = 10
|
|
development_growth_factor = 0.2
|
|
}
|
|
province_modifier = {
|
|
monthly_income = good_building_tax_tier_3
|
|
}
|
|
|
|
next_building = royal_forest_03
|
|
|
|
type = duchy_capital
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
royal_forest_03 = {
|
|
construction_time = slow_construction_time
|
|
effect_desc = royal_reserves_desc
|
|
|
|
can_construct_potential = {
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
building_requirement_tribal = no
|
|
}
|
|
|
|
can_construct_showing_failures_only = {
|
|
|
|
culture = {
|
|
has_innovation = innovation_cranes
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_5_cost
|
|
|
|
duchy_capital_county_modifier = {
|
|
county_opinion_add = 15
|
|
development_growth_factor = 0.3
|
|
}
|
|
province_modifier = {
|
|
monthly_income = good_building_tax_tier_4
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
|
|
ai_value = {
|
|
base = 20
|
|
modifier = {
|
|
factor = 2
|
|
scope:holder.capital_province = this
|
|
}
|
|
}
|
|
}
|
|
|
|
##########
|
|
# Megalith
|
|
##########
|
|
pyramids_02 = {
|
|
|
|
construction_time = very_slow_construction_time
|
|
|
|
type_icon = "icon_buildings_pyramids.dds"
|
|
|
|
can_construct_potential = {
|
|
building_requirement_tribal = no
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
scope:holder = {
|
|
faith = {
|
|
has_doctrine_parameter = can_build_pyramids
|
|
}
|
|
}
|
|
}
|
|
|
|
cost_gold = 2000
|
|
|
|
character_modifier = {
|
|
monthly_dynasty_prestige_mult = 0.05
|
|
short_reign_duration_mult = -0.2
|
|
monthly_piety_gain_mult = 0.1
|
|
}
|
|
county_modifier = {
|
|
development_growth = 0.2
|
|
}
|
|
province_modifier = {
|
|
monthly_income = good_building_tax_tier_2
|
|
}
|
|
|
|
|
|
ai_value = {
|
|
base = 100
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = travel_point_of_interest_wonder
|
|
}
|
|
great_megalith_01 = {
|
|
|
|
construction_time = very_slow_construction_time
|
|
|
|
type_icon = "icon_megalith.dds"
|
|
|
|
can_construct_potential = {
|
|
building_requirement_tribal = no
|
|
building_requirement_castle_city_church = { LEVEL = 01 }
|
|
scope:holder = {
|
|
faith = {
|
|
has_doctrine_parameter = can_build_megaliths
|
|
}
|
|
}
|
|
}
|
|
|
|
is_enabled = {
|
|
custom_tooltip = {
|
|
text = province_is_of_a_megalith_faith_tt
|
|
county.faith = { has_doctrine_parameter = can_build_megaliths }
|
|
}
|
|
county.holder = { has_title = prev.duchy }
|
|
}
|
|
show_disabled = yes
|
|
|
|
cost_gold = expensive_building_tier_3_cost
|
|
|
|
character_modifier = {
|
|
monthly_learning_lifestyle_xp_gain_mult = 0.1
|
|
monthly_piety = 0.25
|
|
monthly_dynasty_prestige_mult = 0.05
|
|
naval_movement_speed_mult = 0.1
|
|
}
|
|
|
|
duchy_capital_county_modifier = {
|
|
county_opinion_add = 10
|
|
development_growth_factor = 0.15
|
|
}
|
|
|
|
province_modifier = {
|
|
monthly_income = good_building_tax_tier_3
|
|
}
|
|
|
|
ai_value = {
|
|
base = 100
|
|
modifier = { # Fill all building slots before going for duchy buildings
|
|
factor = 0
|
|
free_building_slots > 0
|
|
}
|
|
modifier = { # Less likely when the AI should build regular buildings first
|
|
factor = 0.1
|
|
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
|
}
|
|
}
|
|
|
|
type = duchy_capital
|
|
|
|
flag = fully_upgraded_duchy_capital_building
|
|
}
|