N3OW_Western_eastern_europe/common/domiciles/buildings/NEOW_palace.txt

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