N3OW_Western_eastern_europe/common/buildings/00_special_buildings.txt
2026-01-06 14:25:21 +01:00

11177 lines
204 KiB
Text

###########
## Generic Holy Site Buildings
###########
holy_site_cathedral_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_cathedral_generic_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
holy_order_hire_cost_mult = -0.15
clergy_opinion = 5
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_mosque_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_muslim.dds"
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
domain_tax_different_faith_mult = 0.15
levy_reinforcement_rate_same_faith = 0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_fire_temple_01 = {
asset = {
type = entity
name = "building_special_cathedral_zoroastrian_01_a_entity"
}
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_fire_temple.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
domain_tax_different_faith_mult = 0.15
levy_reinforcement_rate_same_faith = 0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_pagan_grand_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_cathedral_pagan_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_pagan.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
knight_effectiveness_mult = 0.15
levy_reinforcement_rate = 0.1
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
development_growth_factor = 0.2
development_growth = 0.15
}
levy = 500
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_indian_grand_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_brihadeeswarar_temple_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_indian.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_buddhist_grand_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "tgp_building_special_chinese_pagoda_03_mesh"
graphical_cultures = { chinese_building_gfx }
}
asset = {
type = pdxmesh
name = "tgp_building_special_japanese_pagoda_03_mesh"
graphical_cultures = { japanese_building_gfx }
}
asset = {
type = pdxmesh
name = "building_special_brihadeeswarar_temple_mesh"
graphical_cultures = { indian_building_gfx }
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_buddhist.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_japanese_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "tgp_building_special_japanese_temple_03_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_chinese_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "tgp_building_special_chinese_temple_03_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_fogong_temple_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_se_asia_pagan_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "tgp_building_special_se_asia_pagan_temple_03_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_po_klong_garai.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_other_grand_temple_01 = {
asset = {
type = pdxmesh
name = "building_special_cathedral_generic_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_zoroastric.dds"
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.025
short_reign_duration_mult = -0.1
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
# NOTE: the custom loc key GetSpecialBuildingNameFromProvince in 00_building_custom_localization.txt pulls from this database. If a new special building is added here, please update the custom loc key!
##########
# Mahabodhi Temple
##########
holy_site_mahabodhi_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_mahabodhi_temple.dds"
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
learning_per_piety_level = 1
different_faith_opinion = 5
religious_vassal_opinion = 10
different_faith_county_opinion_mult = -0.2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Imam Ali Mosque
##########
holy_site_imam_ali_mosque_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_imam_ali_mosque.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
scope:holder.faith = { religion_tag = islam_religion }
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.1
monthly_county_control_growth_factor = 0.1
same_faith_opinion = 5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Great Mosque of Mecca
##########
holy_site_great_mosque_of_mecca_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_great_mosque_of_mecca_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_mecca.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.1
monthly_county_control_growth_factor = 0.1
same_faith_opinion = 5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.35
development_growth = 0.5
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Great Mosque of Cordoba
##########
holy_site_great_mosque_of_cordoba_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "monument_mezquita_de_cordoba_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_cordoba.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_muslim_christian_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
different_culture_opinion = 5
character_capital_county_monthly_development_growth_add = 0.2
monthly_piety = 0.5
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.15
levy_size = 0.15
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Great Mosque of Djenne
##########
holy_site_great_mosque_of_djenne_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_great_mosque_of_djenne_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_cordoba.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
religion = religion:islam_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
build_gold_cost = -0.15
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.15
levy_size = 0.15
development_growth_factor = 0.2
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Great Mosque of Samarra
##########
holy_site_great_mosque_of_samarra_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "fp3_building_special_great_mosque_of_samarra_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_samarra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
religion = religion:islam_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
build_gold_cost = -0.1
build_speed = -0.1
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Cologne Cathedral
##########
holy_site_cologne_cathedral_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.15
monthly_dynasty_prestige_mult = 0.05
monthly_piety_gain_per_knight_add = 0.1
knight_effectiveness_mult = 0.2
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Canterbury Cathedral
##########
holy_site_canterbury_cathedral_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_01_mesh"
}
type_icon = "icon_structure_canterbury_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.05
monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.1
development_growth = 0.1
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = holy_site_canterbury_cathedral_02
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_canterbury_cathedral_02 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_02_mesh"
}
type_icon = "icon_structure_canterbury_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.1
monthly_piety_gain_per_happy_powerful_vassal_add = 0.2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = holy_site_canterbury_cathedral_03
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_canterbury_cathedral_03 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_03_mesh"
}
type_icon = "icon_structure_canterbury_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.25
monthly_piety_gain_per_happy_powerful_vassal_add = 0.3
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.30
development_growth = 0.3
county_opinion_add = 5
}
province_modifier = {
monthly_income = 6
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Prophetic Mosque
##########
holy_site_prophetic_mosque_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cathedral_muslim.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
religion = religion:islam_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
county_opinion_add = 5
holy_order_hire_cost_mult = -0.15
knight_effectiveness_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.75
development_growth = 0.3
supply_limit_mult = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Doge's Palace
##########
doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly here to make Venice awesome, so...
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_doges_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder = {
custom_tooltip = {
text = government_is_not_republic_or_admin_desc
OR = {
government_has_flag = government_is_republic
government_has_flag = government_is_administrative
}
}
}
}
cost_gold = 1000
county_modifier = {
development_growth_factor = 0.3
development_growth = 0.5
hostile_raid_time = 0.5
}
province_modifier = {
garrison_size = 1
fort_level = 3
levy_size = 1
monthly_income = 5
defender_holding_advantage = 10
travel_danger = -20
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Walls of Genoa
##########
walls_of_genoa_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_walls_of_genoa.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
county_modifier = {
defender_holding_advantage = 5
development_growth_factor = 0.1
development_growth = 0.3
hostile_raid_time = 0.5
}
province_modifier = {
garrison_size = 0.25
fort_level = 2
monthly_income = 3
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Visby Ringmur
##########
visby_ringmur_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_visby_ringmur.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
cost_gold = 500
county_modifier = {
defender_holding_advantage = 5
development_growth_factor = 0.15
development_growth = 0.3
tax_mult = 0.15
county_opinion_add = 5
hostile_raid_time = 0.5
travel_danger = -20
}
province_modifier = {
garrison_size = 0.25
fort_level = 1
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Walls of Benin
##########
walls_of_benin_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_walls_of_benin.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
county_modifier = {
levy_size = 0.5
defender_holding_advantage = 5
development_growth_factor = 0.75
development_growth = 0.3
tax_mult = 0.2
hostile_raid_time = 0.5
}
province_modifier = {
garrison_size = 0.5
fort_level = 2
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Theodosian Walls
##########
theodosian_walls_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_theodosian_walls.dds"
can_construct_potential = {
barony ?= title:b_constantinople
building_requirement_tribal = no
}
cost_gold = 3000
max_garrison = 1000
duchy_capital_county_modifier = {
levy_size = 0.15
tax_mult = 0.15
}
province_modifier = {
monthly_income = 10
fort_level = 5
garrison_size = 1
travel_danger = -20
}
county_modifier = {
development_growth = 0.4
development_growth_factor = 0.2
levy_size = 0.3
tax_mult = 0.3
hostile_raid_time = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = duchy_capital
}
##########
# Aurelian Walls
##########
aurelian_walls_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_aurelian_walls.dds"
can_construct_potential = {
barony ?= title:b_roma
building_requirement_tribal = no
}
cost_gold = 3000
max_garrison = 500
duchy_capital_county_modifier = {
levy_size = 0.15
tax_mult = 0.15
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.1
hostile_raid_time = 0.5
}
province_modifier = {
fort_level = 3
garrison_size = 0.5
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = duchy_capital
}
##########
# The Colosseum
##########
the_colosseum_01 = {
asset = {
type = pdxmesh
name = "building_special_colosseum_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_colosseum.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum building itself
}
province_modifier = {
build_speed = -0.1 # 'Stealing' the metal from the colosseum building itself
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Iron Pillar of Delhi
##########
iron_pillar_of_delhi_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_iron_pillar_of_delhi.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
monthly_prestige_gain_mult = 0.05
army_maintenance_mult = -0.05
heavy_infantry_toughness_mult = 0.1
heavy_cavalry_toughness_mult = 0.1
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_wonder
}
##########
# Iron Pillar of Dhar
##########
iron_pillar_of_dhar_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_iron_pillar_of_dhar.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 2000
character_modifier = {
advantage = 5
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.2
levy_size = 0.15
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# The Pyramids
##########
the_pyramids_01 = {
asset = {
type = pdxmesh
name = "building_special_pyramids_giza_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_the_pyramids.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
short_reign_duration_mult = -0.2
}
county_modifier = {
development_growth = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_wonder
}
##########
# Stonehenge
##########
stonehenge_01 = {
asset = {
type = pdxmesh
name = "building_special_stonehenge_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_stonehenge.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
learning = 2
monthly_learning_lifestyle_xp_gain_mult = 0.15
faith_conversion_piety_cost_mult = -0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Offa's Dyke
##########
offas_dyke_01 = { # For Matt Frary
construction_time = very_slow_construction_time
type_icon = "icon_building_palisades.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
province_modifier = {
defender_holding_advantage = 5
stationed_maa_toughness_mult = 0.05
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial_minor
}
##########
# Hadrian's Wall
##########
hadrians_wall_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_hadrians_wall.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
province_modifier = {
build_gold_cost = -0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial_minor
}
##########
# Petra
##########
petra_01 = {
asset = {
type = pdxmesh
name = "building_special_petra_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_petra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
county_modifier = {
tax_mult = 0.1
supply_limit_mult = 0.25
development_growth = 0.2
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = good_building_tax_tier_2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Buddhas of Bamian
##########
buddhas_of_bamian_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_buddhas_of_bamiyan.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
religion = { is_in_family = rf_eastern }
}
}
}
cost_gold = 3000
character_modifier = {
monthly_piety_gain_mult = 0.1
diplomacy_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.3
development_growth_factor = 0.75
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Alhambra
##########
alhambra_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alhambra_01_mesh"
}
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -10
}
next_building = alhambra_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
alhambra_02 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alhambra_01_mesh"
}
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 2000
character_modifier = {
monthly_prestige_gain_mult = 0.10
}
max_garrison = good_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_3
monthly_income = 2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.25
monthly_county_control_growth_add = 1
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Citadel of Aleppo
##########
citadel_of_aleppo_01 = {
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_the_citadel_of_aleppo.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
monthly_prestige = 0.1
}
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -10
}
next_building = citadel_of_aleppo_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
citadel_of_aleppo_02 = {
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_the_citadel_of_aleppo.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 2000
character_modifier = {
monthly_prestige = 0.3
prowess_per_piety_level = 2
}
max_garrison = good_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_3
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.15
}
ai_value = {
base = 8
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# House of Wisdom
##########
house_of_wisdom_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_house_of_wisdom_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_grand_library_of_baghdad.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
learning_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.15
different_culture_opinion = 10
cultural_head_fascination_mult = 0.10
faith_creation_piety_cost_mult = -0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth = 0.3
development_growth_factor = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# The Tower of London
##########
the_tower_of_london_01 = {
asset = {
type = pdxmesh
name = "building_special_tower_of_london_mesh"
}
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = roads_to_power }
desc = tower_of_london_pacification_effect
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_tower_of_london.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
cost_gold = 1000
character_modifier = {
dread_gain_mult = 0.3
}
max_garrison = good_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_3
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.1
tax_mult = 0.05
}
ai_value = {
base = 8
culture_likely_to_fortify_modifier = yes
modifier = {
factor = 5
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_castle
}
}
}
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# London Bridge
##########
london_bridge_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_london_bridge.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_development_03
}
}
cost_gold = 1000
character_modifier = {
cultural_head_fascination_mult = 0.10
parochial_opinion = 5
legitimacy_gain_mult = 0.1
}
province_modifier = {
travel_danger = -30
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.15
tax_mult = 0.1
county_opinion_add = 10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
}
##########
# Notre Dame
##########
notre_dame_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_notre_dame_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_notre_dame.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
culture = {
has_innovation = innovation_windmills
}
}
}
is_enabled = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 1
stewardship_per_piety_level = 1
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
county_opinion_add = 5
tax_mult = 0.2
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Brihadeeswarar Temple
##########
brihadeeswarar_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_brihadeeswarar_temple_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_brihadeeswarar_temple.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
culture = {
has_innovation = innovation_manorialism
}
}
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
religion = { is_in_family = rf_eastern }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
same_faith_opinion = 5
stewardship_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Shwedagon Pagoda
##########
shwedagon_pagoda_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_shwedagon_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
religion = { is_in_family = rf_eastern }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
clergy_opinion = 5
tyranny_gain_mult = -0.1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Ananda Temple
##########
ananda_temple_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_shwedagon_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
religion = { is_in_family = rf_eastern }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning = 2
monthly_piety_gain_mult = 0.05
county_opinion_add = 5
monthly_county_control_growth_factor = 0.1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 3
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 8
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# The Friday Mosque
##########
the_friday_mosque_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_the_friday_mosque.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
religion = religion:islam_religion
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_zoroastrian_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
scope:holder = {
religion = religion:zoroastrianism_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
piety_level_impact_mult = 0.5
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.25
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Khajuraho
##########
khajuraho_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_khajuraho_temples.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
religion = { is_in_family = rf_eastern }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
different_faith_opinion = 10
faith_conversion_piety_cost_mult = -0.2
monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05
}
province_modifier = {
monthly_income = 1.5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Palace of Aachen
##########
palace_of_aachen_01 = {
effect_desc = palace_of_aachen_effect_desc
asset = {
type = pdxmesh
name = "building_special_palace_of_aachen_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_palace_of_achen.dds"
can_construct_potential = {
building_requirement_tribal = no
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
powerful_vassal_opinion = 5
clergy_opinion = 5
monthly_prestige_gain_per_happy_powerful_vassal_add = 0.1
tyranny_gain_mult = -0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.3
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Hagia Sophia
##########
hagia_sophia_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_hagia_sophia_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_hagia_sophia.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
intrigue_per_prestige_level = 2
learning = 2
knight_limit = 2
knight_effectiveness_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth_factor = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = hagia_sophia_02
type = special
flag = travel_point_of_interest_religious
}
hagia_sophia_02 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
asset = {
type = pdxmesh
name = "building_special_hagia_sophia_minarets_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_hagia_sophia.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
religion = religion:islam_religion
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
cost_piety = 1000
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
intrigue_per_prestige_level = 2
learning = 2
knight_limit = 2
knight_effectiveness_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Dome of the Rock / Temple in Jerusalem
##########
dome_of_the_rock_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_dome_of_the_rock.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
NOT = { scope:holder.religion = religion:judaism_religion }
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.1
martial_per_piety_level = 1
knight_effectiveness_mult = 0.2
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = temple_in_jerusalem_01
type = special
flag = travel_point_of_interest_religious
}
temple_in_jerusalem_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_in_jerusalem.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder.religion = religion:judaism_religion
}
is_enabled = {
custom_description = {
text = holy_site_jewish_or_holy_site_trigger
OR = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
religion = religion:judaism_religion
}
}
}
}
show_disabled = yes
cost_gold = 1000
cost_piety = 1000
character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.1
martial_per_piety_level = 1
learning_per_prestige_level = 1
knight_effectiveness_mult = 0.2
same_faith_opinion = 5
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.3
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Hall of Heroes
##########
hall_of_heroes_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 150
max_garrison = 75
cost_gold = 0
construction_time = 0
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 1
knight_effectiveness_mult = 0.05
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
next_building = hall_of_heroes_02
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
hall_of_heroes_02 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 265
max_garrison = 110
cost_gold = 225
construction_time = 500
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 1
knight_effectiveness_mult = 0.1
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
next_building = hall_of_heroes_03
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
hall_of_heroes_03 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 375
max_garrison = 150
cost_gold = 300
construction_time = 500
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 2
knight_effectiveness_mult = 0.15
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
next_building = hall_of_heroes_04
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
hall_of_heroes_04 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 500
max_garrison = 225
cost_gold = 375
construction_time = 500
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 2
knight_effectiveness_mult = 0.2
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
next_building = hall_of_heroes_05
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
hall_of_heroes_05 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"
levy = 700
max_garrison = 260
cost_gold = 450
construction_time = 500
character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 3
knight_effectiveness_mult = 0.25
}
is_enabled = {
building_hall_of_heroes_requirement = yes
}
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Universities
##########
generic_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
type_icon = "icon_building_university.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
on_complete = {
county.holder = {
save_scope_as = founder
found_university_decision_event_effect = yes
every_player = {
limit = {
this != scope:founder
is_within_diplo_range = { CHARACTER = scope:founder }
}
trigger_event = major_decisions.2002
}
}
}
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.1
}
ai_value = {
base = 8
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
al_azhar_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
type_icon = "icon_structure_al-azhar_university.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
diplomacy_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
sankore_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
type_icon = "icon_structure_the_university_of_sankore.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
martial_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
siena_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
type_icon = "icon_structure_university_of_siena.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
intrigue_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
nalanda_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
type_icon = "icon_structure_nalanda.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
stewardship_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
########
#Sicilian_parliament
########
special_sicilian_parliament_01 = {
construction_time = very_slow_construction_time
is_enabled = {
is_county_capital = yes
has_variable = variable_sicilian_parliament_county
}
cost_gold = 1500
province_modifier = {
monthly_income = 1
}
county_modifier = {
development_growth_factor = 0.25
monthly_county_control_growth_add = 1
county_opinion_add = 25
}
character_modifier = {
monthly_prestige = 0.75
}
type_icon = "icon_building_generic_house.dds"
ai_value = {
base = 100
modifier = {
factor = 0
scope:holder = {
government_has_flag = government_is_theocracy
}
}
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
########
#Greenhouse
########
special_greenhouse_01 = {
construction_time = very_slow_construction_time
is_enabled = {
has_variable = variable_greenhouse
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
development_growth_factor = 0.25
county_opinion_add = 25
}
character_modifier = {
health = 0.25
monthly_prestige = 1
}
type_icon = "icon_building_generic_house.dds"
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
}
##########
# Hotin Fortress (AKA: Khotyn Fortress)
##########
hotin_fort_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_hotin_fortress.dds"
can_construct_potential = {
}
cost_gold = 400
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
}
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -10
}
next_building = hotin_fort_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
hotin_fort_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_hotin_fortress.dds"
can_construct_potential = {
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 800
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
martial_per_prestige_level = 1
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Golden Gate of Kiev
##########
golden_gate_of_kiev_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_golden_gate_of_kiev.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
cost_gold = 1000
character_modifier = {
monthly_prestige_gain_mult = 0.1
monthly_piety_gain_mult = 0.1
}
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
fort_level = good_building_fort_level_tier_1
defender_holding_advantage = normal_building_advantage_tier_1
travel_danger = -20
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.1
tax_mult = 0.1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_wonder
}
##########
# Heddal Stave Church
##########
heddal_stave_church_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_cathedral_pagan.dds"
can_construct_potential = {
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_city_planning
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.1
monthly_dynasty_prestige_mult = 0.05
knight_effectiveness_mult = 0.2
knight_limit = 1
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
county_opinion_add = 10
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Temple of Uppsala
##########
temple_of_uppsala_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_city_planning
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.1
knight_effectiveness_mult = 0.15
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
development_growth_factor = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = temple_of_uppsala_02
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
temple_of_uppsala_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
can_construct_potential = {
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_manorialism
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_per_knight_mult = 0.02
men_at_arms_maintenance = -0.1
knight_effectiveness_mult = 0.2
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.15
levy_size = 0.15
development_growth_factor = 0.25
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 8
ai_pious_building_preference_modifier = yes
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Lund Cathedral
##########
lund_cathedral_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_lund_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.1
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Danevirke
##########
danevirke_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_palisades.dds"
can_construct_potential = {
}
cost_gold = 300
province_modifier = {
defender_holding_advantage = 5
stationed_maa_toughness_mult = 0.05
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial_minor
}
##########
# Roman Walls of Lugo
##########
roman_wall_of_lugo_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_roman_wall_of_lugo_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "lugo_walls.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
learning = 1
monthly_dynasty_prestige_mult = 0.05
}
county_holder_character_modifier = {
learning = 1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 1
garrison_size = 0.1
fort_level = 1
travel_danger = -10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Rock of Gibraltar
##########
rock_of_gibraltar_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_rock_of_gibraltar_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "gibraltar.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
stewardship = 1
diplomatic_range_mult = 0.2
}
province_modifier = {
fort_level = 1
defender_holding_advantage = normal_building_advantage_tier_1
}
county_modifier = {
development_growth_factor = 0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature
flag = is_mountain
}
##########
# Aljaferia Palace
##########
aljaferia_palace_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_aljaferia_mesh"
}
construction_time = very_slow_construction_time
type_icon = "aljaferia.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
diplomacy_per_prestige_level = 1
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Tower of Hercules
##########
tower_of_hercules_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_tower_of_hercules_mesh"
}
construction_time = very_slow_construction_time
type_icon = "hercules.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.25
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
}
##########
# City Walls of Toledo
##########
city_wall_of_toledo_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_toledo_city_walls_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "toledo.dds"
can_construct_potential = {
}
cost_gold = 1000
county_modifier = {
defender_holding_advantage = 5
development_growth_factor = 0.1
development_growth = 0.3
tax_mult = 0.1
hostile_raid_time = 0.5
}
province_modifier = {
garrison_size = 0.25
fort_level = 2
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Alcazar de Segovia
##########
alcazar_of_segovia_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alcazar_de_segovia_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "alcazar_segovia.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
martial_per_prestige_level = 1
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# The Santiago de Compostela Archcathedral Basilica
##########
holy_site_basilica_santiago_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_basilica_santiago_mesh"
}
construction_time = very_slow_construction_time
type_icon = "compostela.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_muslim_christian_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
holy_order_hire_cost_mult = -0.15
clergy_opinion = 5
learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Sancutary of Imam Reza
##########
imam_reza_shrine_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_imam_reza_shrine_01_a_mesh"
soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_imamrezashrine" }
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_imam_reza_shrine.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.2
learning_per_piety_level = 1
imami_opinion = 10
advantage_against_coreligionists = 5
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.55
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious # religious tomb/complex
}
##########
# Dome of Soltaniyeh
##########
soltaniyeh_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_soltaniyeh_01_a_mesh"
soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_soltaniyeh" }
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_soltaniyeh.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
culture = {
has_innovation = innovation_development_03
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
monthly_dynasty_prestige_mult = 0.05
clan_government_opinion_same_faith = 5
cultural_head_fascination_mult = 0.1
}
county_modifier = {
development_growth_factor = 0.1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_wonder # monumental tomb
}
##########
# Ruins of the Palace of Ctesiphon
##########
palace_of_ctesiphon_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_palace_of_ctesiphon.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
zoroastrianism_religion_opinion = 5
}
county_holder_character_modifier = {
learning = 1
}
county_modifier = {
build_speed = -0.1 # Baghdad was constructed using stones from Ctesiphon
}
next_building = palace_of_ctesiphon_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning # ancient ruin
}
palace_of_ctesiphon_02 = {
asset = {
type = pdxmesh
name = "fp3_building_special_palace_of_ctesiphon_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_palace_of_ctesiphon.dds"
can_construct = {
scope:holder = {
AND = {
OR = {
religion = religion:zoroastrianism_religion
faith = faith:manichean
faith = faith:nestorian
faith = faith:hellenic_pagan
}
highest_held_title_tier >= tier_kingdom
top_liege = this
}
}
}
show_disabled = yes
cost_gold = 2000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_per_happy_powerful_vassal_add = 0.2
diplomacy_per_piety_level = 1
title_creation_cost_mult = -0.25
persian_opinion = 5
zoroastrianism_religion_opinion = 5
}
county_modifier = {
build_prestige_cost = -0.2
build_gold_cost = -0.2
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning # ancient ruin
}
##########
# Falak-ol-Aflak
##########
falak_ol_aflak_citadel_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_falak_ol_aflak_citadel_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_falak_ol_aflak_citadel.dds"
can_construct_potential = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
desert_mountains_attrition_mult = -0.5
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
county_opinion_add = 10
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial # fortress
}
##########
# Minarets of Jam
##########
minarets_and_remains_of_jam_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_minaret_and_remains_of_jam_01_a_mesh"
soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_minaret" }
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_minaret_and_remains_of_jam.dds"
can_construct = {
scope:holder = {
religion = religion:islam_religion
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_piety_gain_per_knight_add = 0.1
stewardship_per_prestige_level = 1
clan_government_opinion_same_faith = 5
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious # religious monument
}
##########
# Great Wall of Gorgan
##########
great_wall_of_gorgan_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_wall_of_gorgan.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
province_modifier = {
build_gold_cost = -0.1
fort_level = 1
garrison_size = 0.25
hostile_raid_time = 0.25
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial # wall
}
##########
# Lake Maharloo
##########
maharloo_lake_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_maharloo_lake_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_maharloo_lake.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
learning = 1
stress_loss_mult = 0.1
}
county_modifier = {
county_opinion_add = 5
development_growth = 0.1
development_growth_factor = 0.6
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature # lake
}
##########
# Rainbow Mountains
##########
rainbow_mountains_01 = {
effect_desc = hunting_grounds_desc
asset = {
type = pdxmesh
name = "fp3_building_special_rainbow_mountains_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_ala_daghlar_mountains.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
county_holder_character_modifier = {
diplomacy = 1
}
county_modifier = {
development_growth_factor = 0.2
tax_mult = 0.1
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature # mountain
flag = is_mountain
}
##########
# Mount Damavand
##########
mount_damavand_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_mount_damavand_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_damavand.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
stress_loss_mult = 0.1
mountains_travel_danger = -10
}
county_holder_character_modifier = {
}
county_modifier = {
mountains_levy_size = 0.5
travel_danger = -30
development_growth_factor = 0.3
}
province_modifier = {
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature # mountain
flag = is_mountain
}
##########
# Tomb of Batsheba
##########
tomb_of_cyrus_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_tomb_of_cyrus_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_tomb_of_cyrus.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
close_relative_opinion = 10
negate_health_penalty_add = 0.1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious # religious tomb
}
##########
# Ark of Bukhara
##########
ark_of_bukhara_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_ark_of_bukhara_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_ark_of_bukhara.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
drylands_attrition_mult = -0.25
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.1
hostile_raid_time = 0.25
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial # fortress
}
##########
# Shah-i-Zinda
##########
shah_i_zinda_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shah_i_zindah.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_development_01
}
}
cost_gold = 400
character_modifier = {
monthly_piety = 0.1
learning_per_stress_level = 1
}
county_modifier = {
monthly_county_control_growth_add = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t2_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = shah_i_zinda_02
type = special
flag = travel_point_of_interest_religious # religious tomb
}
shah_i_zinda_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_ruins_of_ctesiphon.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 800
character_modifier = {
monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
clan_government_opinion_same_faith = 5
learning_per_stress_level = 1
}
county_modifier = {
monthly_county_control_growth_add = 0.5
development_growth_factor = 0.1
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious # religious tomb
}
##########
# Alamut Castle
##########
alamut_castle_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_alamut_castle_01_a_mesh"
}
construction_time = slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
travel_danger = -30
hostile_raid_time = 2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
fort_level = good_building_fort_level_tier_3
}
county_modifier = {
defender_holding_advantage = 2
monthly_county_control_growth_add = 0.5
}
character_modifier = {
monthly_county_control_growth_factor = 0.2
monthly_piety = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = alamut_castle_02
type = special
flag = travel_point_of_interest_martial # fortress
}
alamut_castle_02 = {
asset = {
type = pdxmesh
name = "fp3_building_special_alamut_castle_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_hotin_fortress.dds"
can_construct = {
scope:holder = {
employs_court_position = master_assassin_court_position
}
}
cost_gold = 600
cost_piety = 400
character_modifier = {
max_hostile_schemes_add = 1
monthly_piety = 0.5
learning = 1
monthly_county_control_growth_factor = 0.2
}
province_modifier = {
travel_danger = -50
hostile_raid_time = 3
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
fort_level = good_building_fort_level_tier_4
}
county_modifier = {
defender_holding_advantage = 4
monthly_county_control_growth_add = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial # fortress
}
assassin_castle_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_alamut_castle_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_hotin_fortress.dds"
cost_gold = 600
cost_piety = 400
character_modifier = {
max_hostile_schemes_add = 1
monthly_piety = 0.5
learning = 1
monthly_county_control_growth_factor = 0.2
}
province_modifier = {
travel_danger = -50
hostile_raid_time = 3
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
fort_level = good_building_fort_level_tier_4
}
county_modifier = {
defender_holding_advantage = 4
monthly_county_control_growth_add = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial # fortress
}
##################
# Event Tower of Silence (typically a duchy building, this is a special for FP3 events)
##################
event_tower_of_silence_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tower_of_silence.dds"
can_construct_potential = {
always = no
}
cost_gold = expensive_building_tier_3_cost
county_modifier = {
county_opinion_add = 5
development_growth_factor = 0.10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for duchy buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious # funeral site
}
############ EP3 ###############
##########
# Church of the Theotokos
##########
church_of_the_theotokos = {
asset = {
type = pdxmesh
name = "ep3_monument_parthenon_01_b_mesh"
}
type_icon = "icon_structure_parthenon_theotokos.dds"
construction_time = slow_construction_time
cost_gold = 1000
can_construct = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
travel_danger = -10
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
next_building = parthenon
flag = travel_point_of_interest_religious
}
parthenon = {
asset = {
type = pdxmesh
name = "ep3_monument_parthenon_01_a_mesh"
}
type_icon = "icon_structure_parthenon.dds"
construction_time = slow_construction_time
cost_gold = 1000
can_construct = {
scope:holder.faith.religion = faith:hellenic_pagan.religion
}
is_enabled = {
scope:holder.faith.religion = faith:hellenic_pagan.religion
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
travel_danger = -10
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Hagios Demetrios
##########
hagios_demetrios = {
asset = {
type = pdxmesh
name = ep3_hagios_demetrios_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_hagios_demetrios.dds"
cost_gold = 1000
can_construct = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.2
monthly_county_control_growth_factor = 0.05
same_faith_opinion = 5
}
county_modifier = {
development_growth = 0.1
county_opinion_add = 5
}
province_modifier = {
monthly_income = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Kassiopi Castle
##########
kassiopi_castle = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_kassiopi_castle.dds"
cost_gold = 1000
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
culture = {
has_innovation = innovation_battlements
}
}
}
character_modifier = {
monthly_influence = 0.1
monthly_influence_mult = 0.05
}
county_modifier = {
hostile_raid_time = 0.5
travel_danger = -20
development_growth_factor = 0.2
levy_size = 0.3
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
garrison_size = 0.2
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Church of St. Lazarus
##########
saint_lazarus = {
asset = {
type = pdxmesh
name = ep3_church_saint_lazarus_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_saint_lazarus.dds"
cost_gold = 750
can_construct = {
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.3
monthly_county_control_growth_factor = 0.05
same_faith_opinion = 5
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.2
county_opinion_add = 5
}
province_modifier = {
monthly_income = 0.4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Sumela Monastery
##########
sumela_monastery_01 = {
asset = {
type = pdxmesh
name = ep3_sumela_monastery_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_sumela_monastery.dds"
cost_gold = 1000
can_construct = {
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.3
monthly_county_control_growth_factor = 0.05
same_faith_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.1
county_opinion_add = 5
tax_mult = 0.1
}
province_modifier = {
monthly_income = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = sumela_monastery_02
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
sumela_monastery_02 = {
asset = {
type = pdxmesh
name = ep3_sumela_monastery_01_b_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_sumela_monastery.dds"
cost_gold = 750
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.4
monthly_county_control_growth_factor = 0.1
same_faith_opinion = 5
clergy_opinion = 10
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
county_opinion_add = 5
tax_mult = 0.2
}
province_modifier = {
monthly_income = 0.4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Patras Castle
##########
patras_castle = {
asset = {
type = pdxmesh
name = ep3_patras_castle_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_patras_castle.dds"
cost_gold = 1000
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_influence = 0.1
monthly_influence_mult = 0.05
}
county_modifier = {
hostile_raid_time = 0.75
travel_danger = -20
development_growth_factor = 0.1
levy_size = 0.2
county_opinion_add = 10
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
garrison_size = 0.2
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Maiden's Tower
##########
maiden_tower = {
asset = {
type = pdxmesh
name = ep3_maidens_tower_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_maiden_tower.dds"
cost_gold = 750
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_influence = 0.1
monthly_influence_mult = 0.05
}
county_modifier = {
hostile_raid_time = 1
travel_danger = -25
county_opinion_add = 5
tax_mult = 0.2
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_4
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
monthly_income = 2
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Despots' Palace at Mystras
##########
despot_palace = {
asset = {
type = pdxmesh
name = ep3_despots_palace_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_despot_palace.dds"
cost_gold = 1200
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_primogeniture
has_cultural_pillar = heritage_byzantine
}
}
character_modifier = {
monthly_dynasty_prestige_mult = 0.1
powerful_vassal_opinion = 5
monthly_prestige_gain_per_happy_powerful_vassal_add = 0.15
courtly_opinion = 5
parochial_opinion = 5
legitimacy_gain_mult = 0.1
monthly_influence = 0.2
monthly_influence_mult = 0.3
}
county_modifier = {
monthly_county_control_growth_add = 0.5
county_opinion_add = 20
tax_mult = 0.3
development_growth_factor = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Meteora
##########
meteora_01 = {
asset = {
type = pdxmesh
name = ep3_meteora_01_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_meteora.dds"
cost_gold = 500
can_construct = {
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
monthly_piety = 0.2
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.1
county_opinion_add = 10
tax_mult = 0.1
}
province_modifier = {
monthly_income = 0.4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = meteora_02
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
meteora_02 = {
asset = {
type = pdxmesh
name = ep3_meteora_02_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_meteora.dds"
cost_gold = 1000
can_construct = {
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
monthly_piety = 0.3
monthly_county_control_growth_factor = 0.05
clergy_opinion = 5
parochial_opinion = 5
zealot_opinion = 5
zealot_tax_contribution_mult = 0.2
zealot_levy_contribution_mult = 0.2
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.1
county_opinion_add = 10
tax_mult = 0.2
}
province_modifier = {
monthly_income = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Mt. Athos
##########
mount_athos_01 = {
asset = {
type = pdxmesh
name = ep3_athos_monasteries_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_mount_athos.dds"
cost_gold = 300
can_construct = {
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
religious_vassal_opinion = 5
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.1
tax_mult = 0.1
}
province_modifier = {
monthly_income = 0.1
}
next_building = mount_athos_02
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
mount_athos_02 = {
asset = {
type = pdxmesh
name = ep3_athos_monasteries_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_mount_athos.dds"
cost_gold = 600
can_construct = {
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
monthly_piety = 0.2
religious_vassal_opinion = 10
zealot_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
county_opinion_add = 5
tax_mult = 0.2
}
province_modifier = {
monthly_income = 0.3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = mount_athos_03
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
mount_athos_03 = {
asset = {
type = pdxmesh
name = ep3_athos_monasteries_01_b_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_athos.dds"
cost_gold = 1000
can_construct = {
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
is_enabled = {
scope:holder.faith = faith:orthodox
}
character_modifier = {
monthly_piety = 0.4
cultural_head_fascination_mult = 0.10
faith_creation_piety_cost_mult = -0.2
religious_vassal_opinion = 10
zealot_opinion = 10
clergy_opinion = 10
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.3
county_opinion_add = 10
tax_mult = 0.3
}
province_modifier = {
monthly_income = 0.4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Sant'Apollinare Nuovo
##########
apollinare_nuovo = {
asset = {
type = pdxmesh
name = ep3_basilica_sant_apollinare_nuovo_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_apollinare_nuovo.dds"
cost_gold = 1000
can_construct = {
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.2
religious_vassal_opinion = 5
monthly_county_control_growth_factor = 0.1
zealot_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.25
county_opinion_add = 10
tax_mult = 0.3
}
province_modifier = {
monthly_income = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Saint Chatherine's Monastery
##########
saint_catherine = {
asset = {
type = pdxmesh
name = ep3_saint_catherine_monastery_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_saint_catherine.dds"
cost_gold = 1000
can_construct = {
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.3
religious_vassal_opinion = 5
monthly_county_control_growth_factor = 0.2
monthly_lifestyle_xp_gain_mult = 0.10
cultural_head_fascination_mult = 0.10
zealot_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.3
tax_mult = 0.3
}
province_modifier = {
monthly_income = 1
fort_level = good_building_fort_level_tier_1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Jvari Monastery
##########
jvari_monastery = {
asset = {
type = pdxmesh
name = ep3_jvari_monastery_01_a_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_jvari_monastery.dds"
cost_gold = 700
can_construct = {
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.3
religious_vassal_opinion = 5
zealot_opinion = 5
clergy_opinion = 10
monthly_county_control_growth_factor = 0.1
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.15
tax_mult = 0.3
county_opinion_add = 10
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Etchmiadzin Cathedral
##########
etchmiadzin_cathedral = {
asset = {
type = pdxmesh
name = ep3_etchmiadzin_cathedral_01_a_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_etchmiadzin_cathedral.dds"
cost_gold = 1000
can_construct = {
}
is_enabled = {
scope:holder.faith = faith:armenian_apostolic
}
character_modifier = {
monthly_piety = 0.4
religious_vassal_opinion = 10
zealot_opinion = 10
clergy_opinion = 10
monthly_dynasty_prestige_mult = 0.05
same_faith_opinion = 5
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.15
tax_mult = 0.3
county_opinion_add = 10
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Cattolica di Stilo
##########
cattolica_stilo = {
asset = {
type = pdxmesh
name = ep3_cattolica_di_stilo_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_cattolica_stilo.dds"
cost_gold = 750
can_construct = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.5
religious_vassal_opinion = 5
zealot_opinion = 5
clergy_opinion = 5
holy_order_hire_cost_mult = -0.15
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
tax_mult = 0.1
county_opinion_add = 10
}
province_modifier = {
monthly_income = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Hosios Loukas
##########
hosios_loukas = {
construction_time = slow_construction_time
type_icon = "icon_structure_hosios_loukas.dds"
cost_gold = 1000
can_construct = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.2
religious_vassal_opinion = 5
zealot_opinion = 5
clergy_opinion = 5
monthly_prestige = 0.3
monthly_influence = 0.2
negate_health_penalty_add = 0.05
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
tax_mult = 0.4
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Church of Saint Sophia, Ohrid
##########
sofia_ohrid = {
asset = {
type = pdxmesh
name = ep3_church_saint_sophia_ohrid_01_a_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_sofia_ohrid.dds"
cost_gold = 1000
can_construct = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.3
religious_vassal_opinion = 5
zealot_opinion = 5
clergy_opinion = 10
monthly_county_control_growth_factor = 0.05
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.3
tax_mult = 0.2
}
province_modifier = {
monthly_income = 0.5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Fairy Chimneys
##########
fairy_chimneys = {
asset = {
type = pdxmesh
name = ep3_fairy_chimneys_01_a_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_fairy_chimneys.dds"
can_construct_potential = {
}
is_enabled = {
}
cost_gold = 250
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.2
hostile_raid_time = 0.5
defender_holding_advantage = 5
}
province_modifier = {
garrison_size = 0.1
levy_size = 0.1
travel_danger = -10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Cilician Gates
##########
cilician_gates = {
asset = {
type = pdxmesh
name = ep3_cilician_gates_mesh
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cilician_gates.dds"
can_construct_potential = {
}
is_enabled = {
}
cost_gold = 500
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_influence = 0.1
monthly_influence_mult = 0.1
}
county_modifier = {
hostile_raid_time = 1
defender_holding_advantage = 5
monthly_county_control_growth_add = 0.5
fort_level = good_building_fort_level_tier_1
}
province_modifier = {
travel_danger = -10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Pleasure Dome
##########
pleasure_dome = {
construction_time = very_slow_construction_time
effect_desc = pleasure_dome_effect_desc
type_icon = "icon_pleasure_dome.dds"
character_modifier = {
monthly_prestige_gain_mult = 0.15
owned_hostile_scheme_success_chance_add = 25
owned_personal_scheme_success_chance_add = 25
court_grandeur_baseline_add = 12
monthly_income_from_herd_mult = 0.15
herd_capacity_mult = 0.25
herd_conversion = 0.005
}
province_modifier = {
monthly_income = excellent_building_tax_tier_4
}
type = special
}
# Burkhan Khaldun
##########
burkhan_khaldun_01 = {
asset = {
type = pdxmesh
name = "mpo_building_special_burkhan_khaldun_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_burkhan_khaldun.dds"
can_construct_potential = {}
cost_gold = 300
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
clergy_opinion = 5
}
province_modifier = {
fort_level = 2
defender_holding_advantage = normal_building_advantage_tier_3
}
county_modifier = {
county_opinion_add = 5
mountains_fertility_growth_mult = 0.25
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature
}
##########
# Swahili Ports
##########
swahili_port_pemba = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.5
}
county_modifier = {
development_growth_factor = 0.1
development_growth = 0.2
hostile_raid_time = 0.5
}
province_modifier = {
garrison_size = 1
fort_level = 1
monthly_income = 3
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
swahili_port_zanzibar = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.5
}
county_modifier = {
development_growth_factor = 0.3
development_growth = 0.5
}
province_modifier = {
levy_size = 1
monthly_income = 4
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
swahili_port_mombasa = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.25
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
defender_holding_advantage = 10
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
garrison_size = 1
fort_level = 2
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
swahili_port_pate = { # Early location of Swahili Coast development and site of early mosques
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
embarkation_cost_mult = -0.5
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
domain_tax_different_faith_mult = 0.15
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
swahili_port_lamu = { # Early location of Swahili Coast development and site of early trade good abundance
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
embarkation_cost_mult = -0.25
diplomacy_per_piety_level = 1
stewardship_per_prestige_level = 1
different_culture_opinion = 10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 4
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Wulingyuan
##########
wulingyuan_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_wulingyuan.dds"
can_construct_potential = {
}
cost_gold = 1000
character_modifier = {
monthly_prestige = 1
monthly_dynasty_prestige_mult = 0.1
}
county_modifier = {
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature # mountains
}
##########
# Leshan Giant Buddha
##########
leshan_giant_buddha_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_leshan_buddha_mesh"
}
type_icon = "icon_structure_leshan_giant_buddha.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_sinitic }
}
}
}
}
cost_gold = 2000
character_modifier = {
monthly_piety_gain_mult = 0.1
stress_loss_per_piety_level = 0.05
}
county_modifier = {
tax_mult = 0.1
county_opinion_add = 5
travel_danger = -10
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Yungang Grottoes
##########
yungang_grottoes_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_yungang_grottoes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_sinitic }
}
}
}
}
cost_gold = 2000
character_modifier = {
monthly_piety_gain_mult = 0.1
intrigue_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.2
development_growth_factor = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Wudang Mountain Temples
##########
wudang_mountain_temples_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_wudang_mountains_mesh"
}
type_icon = "icon_structure_wudang_mountain_temples.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_sinitic }
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_court_position_mult = 0.03
prowess_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.25
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Shaolin Monastery
##########
shaolin_monastery_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_sinitic }
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
monthly_piety_from_buildings_mult = 0.3
prowess_per_piety_level = 3
buddhism_religion_opinion = 10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Lingyin Temple
##########
lingyin_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_lingyin_temple.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_sinitic }
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.15
monthly_dynasty_prestige_mult = 0.05
learning_per_merit_level = 0.5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Giant Wild Goose Pagoda
##########
giant_wild_goose_pagoda_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_giant_wild_goose_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_sinitic }
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 1
monthly_piety_gain_per_happy_powerful_vassal_mult = 0.07
same_heritage_county_advantage_add = 2
faith_conversion_piety_cost_mult = -0.2
learning = 1
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.2
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Kaifeng Imperial Palace
##########
kaifeng_palace_01 = {
construction_time = very_slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_tgp_dlc_trigger = yes }
desc = unlocks_building_desc
}
triggered_desc = {
trigger = { has_tgp_dlc_trigger = yes }
desc = kaifeng_examination_cost_bonus_desc
}
}
type_icon = "icon_structure_kaifeng_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.1
stewardship_per_influence_level = 1
dynasty_house_opinion = 5
monthly_influence_mult = 0.1
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# The Forbidden City
##########
forbidden_city_01 = {
construction_time = very_slow_construction_time
effect_desc = {
triggered_desc = {
trigger = {
OR = {
has_tgp_dlc_trigger = yes
has_ep3_dlc_trigger = yes
}
}
desc = unlocks_building_desc
}
triggered_desc = {
trigger = {
OR = {
has_tgp_dlc_trigger = yes
has_ep3_dlc_trigger = yes
}
}
desc = beijing_palace_bonus_desc
}
}
type_icon = "icon_structure_forbidden_city.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder.capital_province = root
}
cost_gold = 1000
character_modifier = {
court_grandeur_baseline_add = 10
monthly_dynasty_prestige_mult = 0.1
diplomacy_per_influence_level = 1
courtly_opinion = 5
monthly_influence_mult = 0.1
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Qianling Mausoleum
##########
qianling_mausoleum_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_qianling_mausoleum.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.1
}
county_modifier = {
monthly_county_control_growth_add = 1
levy_size = 0.1
build_gold_cost = -0.05
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious # religious tomb
}
##########
# Quanzhou Seaport
##########
quanzhou_seaport_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_quanzhou_seaport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
naval_movement_speed_mult = 0.25
cultural_head_acceptance_gain_mult = 0.2
different_culture_opinion = 5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 4
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Angkor Wat
##########
angkor_wat_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_angkorwat_mesh"
}
type_icon = "icon_structure_angkor_wat.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
religion = { is_in_family = rf_eastern }
}
}
}
cost_gold = 2000
character_modifier = {
monthly_piety_gain_mult = 0.2
negate_learning_penalty_add = 4
clergy_opinion = 10
monthly_learning_lifestyle_xp_gain_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
monthly_county_control_growth_add = 0.2
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 8
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Imperial Citadel of Thang Long
##########
citadel_thang_long_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_thang_long_palace_mesh"
}
type_icon = "icon_structure_citadel_thang_long.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 750
character_modifier = {
monthly_prestige_gain_mult = 0.05
knight_effectiveness_per_martial = 0.01
}
county_modifier = {
hostile_raid_time = 0.25
}
province_modifier = {
fort_level = 2
defender_holding_advantage = 5
stationed_maa_damage_mult = normal_maa_damage_tier_1
}
next_building = citadel_thang_long_02
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
citadel_thang_long_02 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_thang_long_palace_mesh"
}
type_icon = "icon_structure_citadel_thang_long.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
monthly_prestige_gain_per_legitimacy_level_mult = 0.05
knight_effectiveness_per_martial = 0.03
monthly_dynasty_prestige_mult = 0.1
legitimacy_gain_mult = 0.1
}
county_modifier = {
hostile_raid_time = 0.5
development_growth_factor = 0.1
}
province_modifier = {
fort_level = 4
defender_holding_advantage = 10
stationed_maa_damage_mult = normal_maa_damage_tier_2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Po Klong Garai Temple
##########
po_klong_garai_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_po_klong_temple_mesh"
}
type_icon = "icon_structure_po_klong_garai.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
religion = { is_in_family = rf_eastern }
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_per_legitimacy_level_mult = 0.04
learning = 1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
monthly_county_control_growth_factor = 0.2
epidemic_resistance = 10
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 8
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Krakatoa
##########
krakatoa_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_krakatoa.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
stress_loss_mult = 0.1
dread_baseline_add = 10
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
development_growth = 0.1
}
province_modifier = {
travel_danger = 5
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature
}
##########
# Borobudur
##########
borobudur_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "tgp_building_special_borudur_mesh"
}
type_icon = "icon_structure_borobudur.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
religion = { is_in_family = rf_eastern }
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.2
monthly_dynasty_prestige_mult = 0.1
different_faith_opinion = 5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
build_speed = -0.1
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Hōshi Ryokan
##########
hoshi_ryokan_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_hoshi_ryokan.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 500
character_modifier = {
stress_loss_mult = 0.2
dynasty_house_opinion = 10
}
county_modifier = {
tax_mult = 0.05
development_growth = 0.05
}
province_modifier = {
monthly_income = 1
travel_danger = -10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_stress_relief
}
##########
# Herat Bazaar
##########
herat_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = herat_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
herat_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Shuka of Dvin
##########
dvin_shuka_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = dvin_shuka_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
dvin_shuka_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Khrom of Lhasa
##########
lhasa_market_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = lhasa_market_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
lhasa_market_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Bazaar of Khiva
##########
khiva_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = khiva_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
khiva_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
scope:holder = {
any_character_situation = { situation_type = silk_road_situation }
}
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Market of Chang'an
##########
changan_market_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.15
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = changan_market_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
changan_market_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -20
monthly_income = 3
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.10
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Bazaar of Lahur (Lahore)
##########
lahur_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = lahur_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
lahur_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Hamadan Bazaar
##########
hamadan_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = hamadan_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
hamadan_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Market of Dunhuang
##########
dunhuang_market_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = dunhuang_market_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
dunhuang_market_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
flag = silk_road_node
}
##########
# Sunday Bazaar of Kashgar
##########
sunday_bazaar_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
cost_gold = 400
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
next_building = sunday_bazaar_02
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
sunday_bazaar_02 = {
construction_time = slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
}
can_construct = {
}
cost_gold = 800
province_modifier = {
travel_danger = -15
monthly_income = 2
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.2
tax_mult = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
on_complete = {
tgp_silk_road_market_built_effect = yes
}
ai_value = {
base = 12
directive_to_build_economy_modifier = yes
modifier = {
factor = 3
scope:holder.capital_province = this
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Mount Fuji
##########
mount_fuji_01 = {
asset = {
type = pdxmesh
name = "tgp_building_special_mt_fuji_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_apo.dds"
is_enabled = {
custom_description = {
text = holy_site_shinto_or_holy_site_trigger
OR = {
scope:holder.religion = religion:shintoism_religion
custom_description = {
text = holy_site_building_trigger
barony = { is_holy_site_of = scope:holder.faith }
}
scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
stress_loss_mult = 0.1
}
county_modifier = {
tax_mult = 0.15
travel_danger = -30
}
province_modifier = {
monthly_income = 2
}
type = special
flag = travel_point_of_interest_religious
flag = is_mountain
}
##########
# Itsukushima-jinja
##########
itsukushima_jinja_01 = {
asset = {
type = pdxmesh
name = "tgp_building_special_itsukushima_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
next_building = itsukushima_jinja_02
is_enabled = {
custom_description = {
text = holy_site_shinto_or_holy_site_trigger
OR = {
scope:holder.religion = religion:shintoism_religion
custom_description = {
text = holy_site_building_trigger
barony = { is_holy_site_of = scope:holder.faith }
}
scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
embarkation_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.1
development_growth = 0.1
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
itsukushima_jinja_02 = {
asset = {
type = pdxmesh
name = "tgp_building_special_itsukushima_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
is_enabled = {
custom_description = {
text = holy_site_shinto_or_holy_site_trigger
OR = {
scope:holder.religion = religion:shintoism_religion
custom_description = {
text = holy_site_building_trigger
barony = { is_holy_site_of = scope:holder.faith }
}
scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony }
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.5
monthly_dynasty_prestige_mult = 0.1
embarkation_cost_mult = -0.2
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.2
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Heian Palace
##########
heian_palace_01 = {
asset = {
type = pdxmesh
name = "tgp_building_special_heian_kyo_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_heian_palace.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
court_grandeur_baseline_add = 10
monthly_dynasty_prestige_mult = 0.1
diplomacy_per_influence_level = 1
courtly_opinion = 5
monthly_influence_mult = 0.05
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.2
}
province_modifier = {
fort_level = 2
defender_holding_advantage = 5
}
levy = 2000
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Ise Jingu
##########
ise_jingu_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
character_travel_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.1
development_growth = 0.1
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Kofuku-ji
##########
kofuku_ji_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
faith_creation_piety_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Enryaku-ji (延暦寺)
##########
enryaku_ji_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
faith_creation_piety_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Dazaifu
##########
dazaifu_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_prestige = 0.25
monthly_county_control_growth_factor = 0.1
build_speed = -0.1
diplomacy_per_influence_level = 1
}
character_government_modifier = {
parameter = government_is_administrative
monthly_influence = 0.5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
fort_level = 2
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Chinjufu
##########
chinjufu_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_torii_gate.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_prestige = 0.1
glory_hound_opinion = 5
vassal_limit = 1
defender_advantage = 4
}
county_modifier = {
hostile_raid_time = 0.5
levy_size = 0.2
development_growth_factor = 0.1
}
province_modifier = {
fort_level = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Hakata Port
##########
hakata_port_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_quanzhou_seaport.dds"
show_disabled = yes
cost_gold = 1000
next_building = hakata_port_02
character_modifier = {
monthly_income = 1
parochial_opinion = 5
naval_movement_speed_mult = 0.1
embarkation_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
hakata_port_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_quanzhou_seaport.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_income = 2
parochial_opinion = 10
naval_movement_speed_mult = 0.2
embarkation_cost_mult = -0.2
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.2
}
province_modifier = {
monthly_income = 4
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Hwangnyongsa
##########
hwangnyongsa_01 = {
asset = {
type = pdxmesh
name = "tgp_building_special_hwangnyongsa_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
levy_reinforcement_rate_same_faith = 0.15
monthly_county_control_growth_factor = 0.05
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Byeok-ran Port - 碧瀾渡 (벽란도)
##########
byeokran_port_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_quanzhou_seaport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
monthly_income = 1
parochial_opinion = 5
naval_movement_speed_mult = 0.1
embarkation_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Mount Baekdu
##########
mount_baekdu_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_apo.dds"
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = { is_holy_site_of = scope:holder.faith }
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
stress_loss_mult = 0.1
}
county_modifier = {
county_opinion_add = 5
tax_mult = 0.1
}
province_modifier = {
fort_level = 2
defender_holding_advantage = 6
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_stress_relief
flag = travel_point_of_interest_natural_feature # mountain
flag = is_mountain
}
##########
# Dâu Temple
##########
dau_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_dau.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
learning_per_piety_level = 1
health = 0.10
}
county_holder_character_modifier = {
buddhism_religion_opinion = 5
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.10
epidemic_resistance = 10
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Liuhe Pagoda
##########
liuhe_pagoda_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_liuhe_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1250
character_modifier = {
monthly_county_control_growth_factor = 0.15
monthly_piety_gain_mult = 0.10
monthly_prestige_gain_mult = 0.05
clergy_opinion = 5
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.10
travel_danger = -10
}
province_modifier = {
monthly_income = 2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Muaro Jambi Temple Compounds
##########
muaro_jambi_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_mauro_jambi.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 1000
character_modifier = {
monthly_county_control_growth_factor = 0.10
martial_per_piety_level = 1
direct_vassal_opinion = 5
}
county_modifier = {
tax_mult = 0.10
}
province_modifier = {
monthly_income = 1
fort_level = 2
levy_size = 0.1
travel_danger = -20
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_martial
}
##########
# Hanging Temple
##########
hanging_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_hanging_temple.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
piety_level_impact_mult = 0.1
monthly_piety_gain_per_legitimacy_level_mult = 0.05
taoism_religion_opinion = 15
buddhism_religion_opinion = 15
confucianism_religion_opinion = 15
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Pagoda of Fogong Temple
##########
pagoda_of_fogong_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_fogong_temple_pagoda.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
monthly_piety_from_buildings_mult = 0.1
monthly_piety_gain_per_legitimacy_level_mult = 0.05
buddhism_religion_opinion = 5
zealot_opinion = 5
monthly_dynasty_prestige_mult = 0.1
}
province_modifier = {
monthly_income = 1.5
artifact_decay_reduction_mult = -0.15
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.1
county_opinion_add = 5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Plain of Jars
##########
plain_of_jars_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_plain_of_jars.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
stress_loss_per_piety_level = 0.1
diplomatic_range_mult = 0.20
intrigue_per_piety_level = 1
levy_reinforcement_rate_same_faith = 0.1
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
travel_danger = -20
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Dieng Plateau
##########
dieng_plateau_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_dieng_pleateau.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
stress_loss_per_piety_level = 0.1
dread_gain_mult = 0.15
intrigue = 1
monthly_piety_gain_per_dread_mult = 0.05
learning = 1
}
province_modifier = {
}
county_modifier = {
monthly_county_control_decline_add = 0.5
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Mount Apo
##########
mount_apo_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_mount_apo.dds"
is_enabled = {
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
piety_level_impact_mult = 0.25
faith_creation_piety_cost_mult = -0.15
stress_loss_mult = 0.05
realm_priest_opinion = 10
}
county_modifier = {
monthly_county_control_growth_factor = 0.1
}
province_modifier = {
monthly_income = 1
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_stress_relief
flag = travel_point_of_interest_natural_feature # mountain
flag = is_mountain
}
##########
# Besakih Temple
##########
besakih_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_besakih.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
}
cost_gold = 2000
character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
hinduism_religion_opinion = 10
monthly_dynasty_prestige_mult = 0.1
learning = 1
legitimacy_gain_mult = 0.1
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Gongsanseong Fortress
##########
gongsanseong_fortress_01 = {
construction_time = slow_construction_time
type_icon = "icon_structure_gongsanseong_fortress.dds"
can_construct_potential = {
}
cost_gold = 1500
max_garrison = good_building_max_garrison_tier_2
character_modifier = {
monthly_dynasty_prestige_mult = 0.1
monthly_county_control_growth_add = 0.5
}
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# White Deer Grotto Academy
##########
white_deer_grotto_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning = 2
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Shigu Academy
##########
shigu_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
monthly_dynasty_prestige = 0.1
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Culai Academy
##########
culai_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_piety_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
monthly_prestige = 0.05
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Lize Academy
##########
lize_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}
show_disabled = yes
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_merit_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
prestige_level_impact_mult = 0.15
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Maoshan Academy
##########
maoshan_academy_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
faith_creation_piety_cost_mult = -0.1
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.15
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Tiantai Monasteries
##########
tiantai_monasteries_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
character_modifier = {
monthly_piety = 0.20
faith_creation_piety_cost_mult = -0.05
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
monthly_income = 1.5
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Jizu Shan Temples
##########
jizu_shan_temples_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
character_modifier = {
monthly_piety = 0.20
faith_creation_piety_cost_mult = -0.05
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
monthly_income = 1.5
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Nanhua Temple
##########
nanhua_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_shaolin_monastery.dds"
show_disabled = yes
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
character_modifier = {
monthly_piety = 0.20
faith_creation_piety_cost_mult = -0.05
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
development_growth = 0.1
}
province_modifier = {
monthly_income = 1.5
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_learning
flag = special_university
}