N3OW_Western_eastern_europe/common/domiciles/buildings/00_estate_buildings.txt

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Text

##################
# ESTATE BUILDINGS
##################
### NOTE: If updating, adding, or changing buildings, ensure the following effects are updated too:
### destroy_random_estate_building_variable_effect
### destroy_random_estate_building_effect
### Estate Main Building - The Villa
estate_main_01 = {
slot_type = main
internal_slots = 2
construction_time = 730
allowed_domicile_types = { estate 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/domicile_building_villa.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/domicile_building_villa.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_estate_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/domicile_building_villa.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_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_villa.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_estate_main_building"
}
}
estate_main_02 = {
slot_type = main
internal_slots = 4
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = estate_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/domicile_building_manor.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/domicile_building_manor.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_estate_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/domicile_building_manor.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_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_manor.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_estate_main_building"
}
}
estate_main_03 = {
slot_type = main
internal_slots = 6
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = estate_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/domicile_building_mansion.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/domicile_building_mansion.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_estate_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/domicile_building_mansion.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_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.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_estate_main_building"
}
}
estate_main_04 = {
slot_type = main
internal_slots = 8
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = estate_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/domicile_building_estate.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/domicile_building_estate.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_estate_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/domicile_building_estate.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_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_estate.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_estate_main_building"
}
}
estate_main_05 = {
slot_type = main
internal_slots = 10
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = estate_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/domicile_building_grand_estate.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/domicile_building_grand_estate.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_estate_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/domicile_building_grand_estate.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_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.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_estate_main_building"
}
}
####################
##### VILLA UPGRADES
### Diplomacy Upgrade
living_quarters_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = living_quarters_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = living_quarters_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = living_quarters_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = trophy_room_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = trophy_room_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = trophy_room_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = office_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = office_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = office_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = servants_quarters_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = servants_quarters_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = servants_quarters_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = library_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = library_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = library_observatory_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = library_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = library_education_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = bath_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = bath_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = bath_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = guest_room_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = guest_room_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = guest_room_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = guest_room_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = guest_room_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = wine_cellar_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = wine_cellar_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = courtyard_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = courtyard_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = courtyard_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = prison_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = prison_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = prison_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_01 = {
construction_time = 1000
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_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_02 = {
construction_time = 1000
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = reception_hall_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_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_03 = {
construction_time = 1000
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = reception_hall_02
can_construct = {
dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 }
domicile ?= { has_domicile_building_or_higher = estate_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_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_04 = {
construction_time = 1000
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = reception_hall_03
can_construct = {
dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 }
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_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_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_05 = {
construction_time = 1000
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = reception_hall_04
can_construct = {
dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 }
domicile ?= { has_domicile_building_or_higher = estate_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_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_01 = {
construction_time = 1000
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 1000
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = cabinet_of_curiosities_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_03 = {
construction_time = 1000
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = cabinet_of_curiosities_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_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = estate_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_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = grand_solar_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_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = grand_solar_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 = estate_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_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
slot_type = internal
previous_building = grand_solar_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 = estate_main_03 has_domicile_building_or_higher = estate_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"
}
}
####################
#### BUILDINGS #####
####################
### Temple Building
temple_small_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
can_construct = {
NOT = {
government_has_flag = government_is_celestial
}
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
character_modifier = {
domicile_monthly_piety_add = 0.1
}
parameters = {
influence_gain_from_hof_support_1 = yes
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
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/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
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/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
}
temple_small_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_small_01
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
character_modifier = {
domicile_monthly_piety_add = 0.1
}
parameters = {
influence_gain_from_hof_support_2 = yes
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
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/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
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/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
}
temple_small_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_small_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_02 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
character_modifier = {
domicile_monthly_piety_add = 0.1
}
parameters = {
influence_gain_from_hof_support_3 = yes
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
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/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
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/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
}
}
# Crypt sub-branch
temple_crypt_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_small_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
parameters = {
estate_inherit_influence_small_bonus = yes
influence_gain_from_hof_support_3 = yes
}
character_modifier = {
monthly_dynasty_prestige_mult = 0.03
}
ai_value = {
value = 6
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
has_cultural_tradition = tradition_mystical_ancestors
}
faith ?= { has_doctrine = tenet_ancestor_worship }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
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/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
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/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
}
temple_crypt_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_crypt_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
parameters = {
estate_inherit_influence_medium_bonus = yes
influence_gain_from_hof_support_3 = yes
}
character_modifier = {
monthly_dynasty_prestige_mult = 0.03
}
ai_value = {
value = 5
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
has_cultural_tradition = tradition_mystical_ancestors
}
faith ?= { has_doctrine = tenet_ancestor_worship }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
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/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
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/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
}
temple_crypt_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_crypt_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
parameters = {
estate_inherit_influence_large_bonus = yes
influence_gain_from_hof_support_3 = yes
estate_powerful_family_rating_per_dynasty_level = yes
}
character_modifier = {
monthly_dynasty_prestige_mult = 0.04
}
ai_value = {
value = 4
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
has_cultural_tradition = tradition_mystical_ancestors
}
faith ?= { has_doctrine = tenet_ancestor_worship }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
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/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
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/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
}
}
# Temple sub-branch
temple_large_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_small_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
character_modifier = {
domicile_monthly_piety_add = 0.2
domicile_monthly_gold_add = 0.3
clergy_opinion = 5
}
parameters = {
influence_gain_from_hof_support_4 = yes
reduce_state_faith_cost = yes
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
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/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
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/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
}
temple_large_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_large_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
character_modifier = {
domicile_monthly_piety_add = 0.2
domicile_monthly_gold_add = 0.4
clergy_opinion = 5
}
parameters = {
influence_gain_from_hof_support_5 = yes
reduce_state_faith_cost = yes
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
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/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
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/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
}
temple_large_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_large_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
character_modifier = {
domicile_monthly_piety_add = 0.3
domicile_monthly_gold_add = 0.5
clergy_opinion = 5
}
parameters = {
influence_gain_from_hof_support_6 = yes
reduce_state_faith_cost = yes
more_successful_heresies = yes
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
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/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
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/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
}
}
# Monastery sub-branch
temple_monastery_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_small_03
can_construct = {
faith = { has_doctrine = tenet_monasticism }
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
parameters = {
influence_gain_from_hof_support_4 = yes
}
character_modifier = {
domicile_monthly_piety_mult = 0.05
domicile_monthly_gold_add = 0.6
}
parameters = {
estate_unlocks_commission_icon = yes
}
ai_value = {
value = 10
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
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/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
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/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
}
temple_monastery_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_monastery_04
can_construct = {
faith = { has_doctrine = tenet_monasticism }
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
parameters = {
influence_gain_from_hof_support_5 = yes
}
character_modifier = {
domicile_monthly_piety_mult = 0.05
domicile_monthly_gold_add = 0.8
}
parameters = {
estate_unlocks_commission_icon = yes
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
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/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
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/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
}
temple_monastery_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = temple_monastery_05
can_construct = {
faith = { has_doctrine = tenet_monasticism }
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_temple }
multiply = 0.75
desc = raid_insight_temple
}
}
}
parameters = {
influence_gain_from_hof_support_6 = yes
}
character_modifier = {
domicile_monthly_piety_mult = 0.05
domicile_monthly_gold_add = 1
}
parameters = {
estate_unlocks_commission_icon = yes
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
}
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
}
}
owner = {
faith.religion = religion:islam_religion
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
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/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
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/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
asset = {
trigger = {
owner = {
OR = {
faith.religion = religion:eastern_orthodox_religion
faith.religion = religion:catholic_religion
faith.religion = religion:protestant_religion
}
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
}
}
### Barracks
barracks_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_barracks }
multiply = 0.75
desc = raid_insight_barracks
}
}
}
character_modifier = {
skirmishers_damage_mult = 0.03
skirmishers_toughness_mult = 0.01
#men_at_arms_maintenance = -0.02
#men_at_arms_recruitment_cost = -0.02
}
parameters = {
house_head_can_ask_for_knight = yes
house_head_can_ask_for_maa = yes
reduce_success_of_raid_estate = yes
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
}
barracks_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = barracks_01
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_barracks }
multiply = 0.75
desc = raid_insight_barracks
}
}
}
character_modifier = {
skirmishers_damage_mult = 0.03
skirmishers_toughness_mult = 0.01
heavy_infantry_damage_mult = 0.02
heavy_infantry_toughness_mult = 0.01
pikemen_damage_mult = 0.02
pikemen_toughness_mult = 0.01
#men_at_arms_maintenance = -0.02
#men_at_arms_recruitment_cost = -0.02
}
parameters = {
house_head_can_ask_for_knight = yes
house_head_can_ask_for_maa = yes
reduce_success_of_raid_estate = yes
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
}
barracks_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = barracks_02
can_construct = {
estate_can_construct_barracks_03_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_barracks }
multiply = 0.75
desc = raid_insight_barracks
}
}
}
character_modifier = {
skirmishers_damage_mult = 0.03
skirmishers_toughness_mult = 0.01
heavy_infantry_damage_mult = 0.02
heavy_infantry_toughness_mult = 0.01
pikemen_damage_mult = 0.02
pikemen_toughness_mult = 0.01
#men_at_arms_maintenance = -0.02
#men_at_arms_recruitment_cost = -0.02
}
parameters = {
house_head_can_ask_for_knight = yes
house_head_can_ask_for_maa = yes
reduce_success_of_raid_estate = yes
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
}
barracks_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = barracks_03
can_construct = {
estate_can_construct_barracks_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_barracks }
multiply = 0.75
desc = raid_insight_barracks
}
}
}
character_modifier = {
skirmishers_damage_mult = 0.03
skirmishers_toughness_mult = 0.01
heavy_infantry_damage_mult = 0.02
heavy_infantry_toughness_mult = 0.01
pikemen_damage_mult = 0.02
pikemen_toughness_mult = 0.01
#men_at_arms_maintenance = -0.02
#men_at_arms_recruitment_cost = -0.02
}
parameters = {
house_head_can_ask_for_knight = yes
house_head_can_ask_for_maa = yes
reduce_success_of_raid_estate = yes
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
}
barracks_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = barracks_04
can_construct = {
estate_can_construct_barracks_05_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_barracks }
multiply = 0.75
desc = raid_insight_barracks
}
}
}
character_modifier = {
skirmishers_damage_mult = 0.04
skirmishers_toughness_mult = 0.03
heavy_infantry_damage_mult = 0.02
heavy_infantry_toughness_mult = 0.01
pikemen_damage_mult = 0.02
pikemen_toughness_mult = 0.01
#men_at_arms_maintenance = -0.02
#men_at_arms_recruitment_cost = -0.02
}
parameters = {
house_head_can_ask_for_knight = yes
house_head_can_ask_for_maa = yes
reduce_success_of_raid_estate = yes
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
}
barracks_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = barracks_05
can_construct = {
estate_can_construct_barracks_06_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_barracks }
multiply = 0.75
desc = raid_insight_barracks
}
}
}
character_modifier = {
skirmishers_damage_mult = 0.04
skirmishers_toughness_mult = 0.03
heavy_infantry_damage_mult = 0.02
heavy_infantry_toughness_mult = 0.01
pikemen_damage_mult = 0.02
pikemen_toughness_mult = 0.01
#men_at_arms_maintenance = -0.02
#men_at_arms_recruitment_cost = -0.02
}
parameters = {
house_head_can_ask_for_knight = yes
house_head_can_ask_for_maa = yes
reduce_success_of_raid_estate = yes
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
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/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
}
}
### Watchtower
watchtower_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_watchtower }
multiply = 0.75
desc = raid_insight_watchtower
}
}
}
character_modifier = {
monthly_county_control_growth_factor = 0.03
defender_holding_advantage = 2
hostile_raid_time = 0.1
}
parameters = {
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_1 = yes
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
}
watchtower_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = watchtower_01
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_watchtower }
multiply = 0.75
desc = raid_insight_watchtower
}
}
}
character_modifier = {
monthly_county_control_growth_factor = 0.03
defender_holding_advantage = 2
archers_damage_mult = 0.02
archers_toughness_mult = 0.01
hostile_raid_time = 0.1
}
parameters = {
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_1 = yes
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
}
watchtower_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = watchtower_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_02 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_watchtower }
multiply = 0.75
desc = raid_insight_watchtower
}
}
}
parameters = {
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_2 = yes
}
character_modifier = {
monthly_county_control_growth_factor = 0.03
defender_holding_advantage = 2
archers_damage_mult = 0.02
archers_toughness_mult = 0.01
hostile_raid_time = 0.1
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
}
watchtower_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = watchtower_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_watchtower }
multiply = 0.75
desc = raid_insight_watchtower
}
}
}
parameters = {
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_2 = yes
house_head_can_ask_for_maa = yes
}
character_modifier = {
monthly_county_control_growth_factor = 0.03
defender_holding_advantage = 2
archers_damage_mult = 0.02
archers_toughness_mult = 0.01
hostile_raid_time = 0.2
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
}
watchtower_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = watchtower_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_watchtower }
multiply = 0.75
desc = raid_insight_watchtower
}
}
}
parameters = {
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_3 = yes
house_head_can_ask_for_maa = yes
}
character_modifier = {
monthly_county_control_growth_factor = 0.03
defender_holding_advantage = 2
archers_damage_mult = 0.02
archers_toughness_mult = 0.01
hostile_raid_time = 0.2
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
}
watchtower_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = watchtower_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_watchtower }
multiply = 0.75
desc = raid_insight_watchtower
}
}
}
parameters = {
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_3 = yes
estate_unlock_patrol_decision = yes
house_head_can_ask_for_maa = yes
}
character_modifier = {
monthly_county_control_growth_factor = 0.03
defender_holding_advantage = 2
archers_damage_mult = 0.02
archers_toughness_mult = 0.01
hostile_raid_time = 0.3
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
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/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
}
}
### Guardhouse
guardhouse_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_high_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_guardhouse }
multiply = 0.75
desc = raid_insight_guardhouse
}
}
}
character_modifier = {
enemy_hostile_scheme_success_chance_add = -2
character_travel_safety = 2
}
parameters = {
house_head_can_ask_for_knight = yes
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_1 = yes
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
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/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
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/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
}
guardhouse_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = guardhouse_01
cost = {
gold = {
value = estate_external_building_high_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_guardhouse }
multiply = 0.75
desc = raid_insight_guardhouse
}
}
}
parameters = {
estate_increase_bodyguard_aptitude_1 = yes
house_head_can_ask_for_knight = yes
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_1 = yes
}
character_modifier = {
enemy_hostile_scheme_success_chance_add = -2
character_travel_safety = 2
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
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/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
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/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
}
guardhouse_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = guardhouse_02
can_construct = {
estate_can_construct_guardhouse_03_trigger = yes
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_guardhouse }
multiply = 0.75
desc = raid_insight_guardhouse
}
}
}
parameters = {
estate_unlock_bolster_security_decision = yes
estate_increase_bodyguard_aptitude_1 = yes
house_head_can_ask_for_knight = yes
house_head_can_ask_for_maa = yes
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_2 = yes
}
character_modifier = {
enemy_hostile_scheme_success_chance_add = -2
character_travel_safety = 2
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
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/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
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/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
}
guardhouse_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = guardhouse_03
can_construct = {
estate_can_construct_guardhouse_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_guardhouse }
multiply = 0.75
desc = raid_insight_guardhouse
}
}
}
parameters = {
estate_unlock_bolster_security_decision = yes
estate_increase_bodyguard_aptitude_2 = yes
house_head_can_ask_for_knight = yes
house_head_can_ask_for_maa = yes
reduce_success_of_raid_estate = yes
raids_less_likely_to_make_prisoners_2 = yes
}
character_modifier = {
enemy_hostile_scheme_success_chance_add = -4
character_travel_safety = 2
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
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/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
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/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
}
}
### Garden
garden_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_garden }
multiply = 0.75
desc = raid_insight_garden
}
}
}
character_modifier = {
domicile_monthly_prestige_add = 0.1
stress_loss_mult = 0.05
}
parameters = {
increased_gardener_aptitude_1 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_garden
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 9
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
OR = {
has_cultural_parameter = can_recruit_gardeners
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_sacred_groves
}
}
faith ?= { has_doctrine = tenet_sanctity_of_nature }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
}
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/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
}
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/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
}
}
garden_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = garden_01
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_garden }
multiply = 0.75
desc = raid_insight_garden
}
}
}
character_modifier = {
domicile_monthly_prestige_add = 0.1
stress_loss_mult = 0.05
}
parameters = {
increased_gardener_aptitude_2 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_garden
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 8
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
OR = {
has_cultural_tradition = tradition_gardening
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_sacred_groves
}
}
faith ?= { has_doctrine = tenet_sanctity_of_nature }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
}
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/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
}
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/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
}
}
garden_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = garden_02
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_garden }
multiply = 0.75
desc = raid_insight_garden
}
}
}
character_modifier = {
domicile_monthly_prestige_add = 0.1
stress_loss_mult = 0.05
}
parameters = {
increased_gardener_aptitude_3 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_garden
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 7
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
OR = {
has_cultural_tradition = tradition_gardening
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_sacred_groves
}
}
faith ?= { has_doctrine = tenet_sanctity_of_nature }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
}
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/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
}
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/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
}
}
# Leisure Garden sub-branch
garden_leisure_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = garden_03
can_construct = {
estate_can_construct_garden_leisure_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_garden }
multiply = 0.75
desc = raid_insight_garden
}
}
}
character_modifier = {
domicile_monthly_prestige_add = 0.1
courtier_opinion = 5
stress_loss_mult = 0.05
fertility = 0.05
}
parameters = {
increased_gardener_aptitude_3 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_garden_leisure
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 6
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
OR = {
has_cultural_tradition = tradition_gardening
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_sacred_groves
}
}
faith ?= { has_doctrine = tenet_sanctity_of_nature }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
}
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/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
}
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/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
}
}
garden_leisure_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = garden_leisure_04
can_construct = {
estate_can_construct_garden_leisure_05_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_garden }
multiply = 0.75
desc = raid_insight_garden
}
}
}
character_modifier = {
domicile_monthly_prestige_add = 0.1
courtier_opinion = 5
stress_loss_mult = 0.1
fertility = 0.05
}
parameters = {
increased_gardener_aptitude_3 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_garden_leisure
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 5
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
OR = {
has_cultural_tradition = tradition_gardening
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_sacred_groves
}
}
faith ?= { has_doctrine = tenet_sanctity_of_nature }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
}
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/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
}
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/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
}
}
garden_leisure_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = garden_leisure_05
can_construct = {
estate_can_construct_garden_leisure_06_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_garden }
multiply = 0.75
desc = raid_insight_garden
}
}
}
character_modifier = {
domicile_monthly_prestige_add = 0.1
courtier_opinion = 5
stress_loss_mult = 0.1
fertility = 0.05
}
parameters = {
increased_gardener_aptitude_3 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_garden_leisure
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 4
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
OR = {
has_cultural_tradition = tradition_gardening
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_sacred_groves
}
}
faith ?= { has_doctrine = tenet_sanctity_of_nature }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
}
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/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
}
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/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
}
}
# Fruit Garden sub-branch
garden_fruit_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = garden_03
can_construct = {
estate_can_construct_garden_fruit_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_garden }
multiply = 0.75
desc = raid_insight_garden
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
development_growth = 0.1
negate_health_penalty_add = 0.05
}
parameters = {
increased_gardener_aptitude_3 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_garden_fruit
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 6
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
OR = {
has_cultural_tradition = tradition_gardening
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_sacred_groves
}
}
faith ?= { has_doctrine = tenet_sanctity_of_nature }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
}
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/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
}
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/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
}
}
garden_fruit_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = garden_fruit_04
can_construct = {
estate_can_construct_garden_fruit_05_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_garden }
multiply = 0.75
desc = raid_insight_garden
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
development_growth = 0.1
negate_health_penalty_add = 0.1
}
parameters = {
increased_gardener_aptitude_3 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_garden_fruit
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 5
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
OR = {
has_cultural_tradition = tradition_gardening
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_sacred_groves
}
}
faith ?= { has_doctrine = tenet_sanctity_of_nature }
}
}
}
add = 10
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
}
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/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
}
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/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
}
}
garden_fruit_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = garden_fruit_05
can_construct = {
estate_can_construct_garden_fruit_06_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_garden }
multiply = 0.75
desc = raid_insight_garden
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
development_growth = 0.1
negate_health_penalty_add = 0.15
}
parameters = {
increased_gardener_aptitude_3 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_garden_fruit
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 4
if = {
limit = {
scope:owner = {
OR = {
culture ?= {
OR = {
has_cultural_tradition = tradition_gardening
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_sacred_groves
}
}
faith ?= { has_doctrine = tenet_sanctity_of_nature }
}
}
}
add = 10
}
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
}
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/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
}
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/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
}
}
### Stable
stable_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_high_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
character_modifier = {
movement_speed = 0.01
}
ai_value = {
value = 9
if = {
limit = {
scope:owner.culture ?= {
has_cultural_tradition = tradition_hunters
}
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
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/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
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/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
}
stable_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_01
cost = {
gold = {
value = estate_external_building_high_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
}
character_modifier = {
movement_speed = 0.01
}
ai_value = {
value = 8
if = {
limit = {
scope:owner.culture ?= {
has_cultural_tradition = tradition_hunters
}
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
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/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
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/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
}
stable_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_02
cost = {
gold = {
value = estate_external_building_high_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
}
character_modifier = {
movement_speed = 0.01
}
ai_value = {
value = 7
if = {
limit = {
scope:owner.culture ?= {
has_cultural_tradition = tradition_hunters
}
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
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/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
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/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
}
}
# Grand Stable sub-branch
stable_grand_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
}
character_modifier = {
character_travel_speed_mult = 0.05
domicile_monthly_prestige_add = 0.2
movement_speed = 0.01
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
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/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
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/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
}
stable_grand_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_grand_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
estate_increase_master_of_horse_aptitude = yes
}
character_modifier = {
character_travel_speed_mult = 0.1
domicile_monthly_prestige_add = 0.2
movement_speed = 0.01
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
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/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
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/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
}
stable_grand_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_grand_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
estate_increase_master_of_horse_aptitude = yes
}
character_modifier = {
character_travel_speed_mult = 0.15
domicile_monthly_prestige_add = 0.3
movement_speed = 0.01
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
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/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
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/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
}
}
# Kennel sub-branch
stable_kennel_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
estate_unlock_adopt_puppy_decision = yes
kennels_more_successful_hunts_1 = yes
}
character_modifier = {
stress_gain_mult = -0.1
prowess = 1
}
ai_value = {
value = 6
if = {
limit = {
scope:owner.culture ?= {
has_cultural_tradition = tradition_hunters
}
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
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/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
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/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
}
stable_kennel_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_kennel_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
estate_unlock_adopt_puppy_decision = yes
estate_cheaper_hunt_cost = yes
kennels_more_successful_hunts_1 = yes
}
character_modifier = {
stress_gain_mult = -0.1
diplomacy = 1
}
ai_value = {
value = 5
if = {
limit = {
scope:owner.culture ?= {
has_cultural_tradition = tradition_hunters
}
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
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/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
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/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
}
stable_kennel_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_kennel_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
estate_unlock_adopt_puppy_decision = yes
estate_cheaper_hunt_cost = yes
estate_increase_master_of_hunt_aptitude = yes
kennels_more_successful_hunts_2 = yes
}
character_modifier = {
stress_gain_mult = -0.2
prowess = 1
}
ai_value = {
value = 4
if = {
limit = {
scope:owner.culture ?= {
has_cultural_tradition = tradition_hunters
}
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
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/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
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/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
}
}
# Charioteer sub-branch (Byzantine unique upgrade)
stable_chariot_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_03
can_construct_potential = {
culture = { has_cultural_parameter = hosts_chariot_races }
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
estate_charioteer_training_task = yes
}
character_modifier = {
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
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/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
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/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
}
stable_chariot_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_chariot_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
estate_charioteer_training_task = yes
estate_increase_charioteer_aptitude = yes
}
character_modifier = {
same_culture_opinion = 2
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
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/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
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/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
}
stable_chariot_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = stable_chariot_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_stable }
multiply = 0.75
desc = raid_insight_stable
}
}
}
parameters = {
estate_unlock_mount_travel_option = yes
estate_charioteer_training_task = yes
estate_increase_charioteer_aptitude = yes
}
character_modifier = {
same_culture_opinion = 3
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
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/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
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/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
}
}
### Workshop
workshop_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
domicile_build_speed = -0.05
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
}
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/domicile_building_workshop.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
}
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/domicile_building_workshop.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
}
}
workshop_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_01
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
domicile_build_speed = -0.05
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
}
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/domicile_building_workshop.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
}
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/domicile_building_workshop.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
}
}
# Carpenter sub-branch
workshop_carpenter_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_02
can_construct = {
estate_can_construct_workshop_carpenter_03_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
domicile_build_speed = -0.05
}
parameters = {
estate_improved_inspirations_1 = yes
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
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/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
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/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
}
workshop_carpenter_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_carpenter_03
can_construct = {
estate_can_construct_workshop_carpenter_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
parameters = {
estate_improved_inspirations_1 = yes
estate_reduce_commission_artifact_cost = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.1
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
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/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
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/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
}
workshop_carpenter_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_carpenter_04
can_construct = {
estate_can_construct_workshop_carpenter_05_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
parameters = {
estate_improved_inspirations_2 = yes
estate_reduce_commission_artifact_cost = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.1
domicile_build_speed = -0.05
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
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/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
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/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
}
workshop_carpenter_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_carpenter_05
can_construct = {
estate_can_construct_workshop_carpenter_06_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
parameters = {
estate_improved_inspirations_2 = yes
estate_reduce_commission_artifact_cost = yes
estate_increase_antiquarian_aptitude = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.1
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
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/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
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/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
}
}
# Mason sub-branch
workshop_mason_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_02
can_construct = {
estate_can_construct_workshop_mason_03_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
build_speed = -0.05
build_gold_cost = -0.05
domicile_build_speed = -0.05
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
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/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
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/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
}
workshop_mason_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_mason_03
can_construct = {
estate_can_construct_workshop_mason_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
build_speed = -0.05
build_gold_cost = -0.05
domicile_build_speed = -0.05
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
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/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
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/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
}
workshop_mason_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_mason_04
can_construct = {
estate_can_construct_workshop_mason_05_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
build_speed = -0.05
build_gold_cost = -0.05
holding_build_gold_cost = -0.05
holding_build_speed = -0.05
domicile_build_speed = -0.05
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
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/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
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/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
}
workshop_mason_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_mason_05
can_construct = {
estate_can_construct_workshop_mason_06_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
build_speed = -0.05
build_gold_cost = -0.05
holding_build_gold_cost = -0.05
holding_build_speed = -0.05
domicile_build_speed = -0.05
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
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/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
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/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
}
}
# Textile sub-branch
workshop_textile_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_02
can_construct = {
estate_can_construct_workshop_textile_03_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
domicile_monthly_prestige_mult = 0.05
}
parameters = {
estate_improved_inspirations_1 = yes
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
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/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
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/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
}
workshop_textile_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_textile_03
can_construct = {
estate_can_construct_workshop_textile_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
domicile_monthly_prestige_mult = 0.05
}
parameters = {
estate_improved_inspirations_1 = yes
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
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/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
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/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
}
workshop_textile_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_textile_04
can_construct = {
estate_can_construct_workshop_textile_05_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
domicile_monthly_prestige_mult = 0.05
}
parameters = {
estate_improved_inspirations_2 = yes
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
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/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
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/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
}
workshop_textile_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = workshop_textile_05
can_construct = {
estate_can_construct_workshop_textile_06_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_workshop }
multiply = 0.75
desc = raid_insight_workshop
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.2
domicile_monthly_prestige_mult = 0.05
}
parameters = {
estate_improved_inspirations_2 = yes
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
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/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
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/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
}
}
### Storage
storage_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_storage }
multiply = 0.75
desc = raid_insight_storage
}
}
}
character_modifier = {
supply_capacity_mult = 0.1
}
parameters = {
house_head_can_ask_building_support = yes
}
ai_value = {
value = 9
if = {
limit = {
has_domicile_building_or_higher = grain_field_01
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
}
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/domicile_building_storage.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
}
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/domicile_building_storage.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
}
}
storage_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = storage_01
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_storage }
multiply = 0.75
desc = raid_insight_storage
}
}
}
character_modifier = {
supply_capacity_mult = 0.15
}
parameters = {
house_head_can_ask_building_support = yes
}
ai_value = {
value = 8
if = {
limit = {
has_domicile_building_or_higher = grain_field_01
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
}
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/domicile_building_storage.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
}
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/domicile_building_storage.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
}
}
# Warehouse sub-branch
storage_warehouse_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = storage_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_02 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_storage }
multiply = 0.75
desc = raid_insight_storage
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
build_gold_cost = -0.05
}
parameters = {
house_head_can_ask_building_support = yes
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
}
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/domicile_building_warehouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
}
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/domicile_building_warehouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
}
}
storage_warehouse_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = storage_warehouse_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_storage }
multiply = 0.75
desc = raid_insight_storage
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
build_gold_cost = -0.1
}
parameters = {
house_head_can_ask_building_support = yes
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
}
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/domicile_building_warehouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
}
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/domicile_building_warehouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
}
}
# Granary sub-branch
storage_granary_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = storage_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_02 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_storage }
multiply = 0.75
desc = raid_insight_storage
}
}
}
character_modifier = {
development_growth_factor = 0.05
epidemic_resistance = 2
county_opinion_add = 10
}
ai_value = {
value = 7
if = {
limit = {
has_domicile_building_or_higher = grain_field_01
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
}
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/domicile_building_granary.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
}
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/domicile_building_granary.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
}
}
storage_granary_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = storage_granary_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_storage }
multiply = 0.75
desc = raid_insight_storage
}
}
}
parameters = {
estate_unlock_granary_decision = yes
}
character_modifier = {
development_growth_factor = 0.1
epidemic_resistance = 5
county_opinion_add = 10
}
ai_value = {
value = 6
if = {
limit = {
has_domicile_building_or_higher = grain_field_01
}
add = 2
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
}
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/domicile_building_granary.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
}
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/domicile_building_granary.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
}
}
### Market
market_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_high_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_market }
multiply = 0.75
desc = raid_insight_market
}
}
}
parameters = {
estate_increase_powerful_family_rating = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.1
}
ai_value = {
value = 9
if = { # Let's make sure the AI builds at least one good income building
limit = {
NOR = {
has_domicile_building_or_higher = grain_field_01
has_domicile_building_or_higher = vineyard_01
has_domicile_building_or_higher = olive_01
}
}
add = 20
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
}
market_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = market_01
cost = {
gold = {
value = estate_external_building_high_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_market }
multiply = 0.75
desc = raid_insight_market
}
}
}
parameters = {
estate_increase_powerful_family_rating_2 = yes
estate_increase_influence_on_building_construction_1 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.1
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
}
market_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = market_02
can_construct = {
estate_can_construct_market_03_trigger = yes
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_market }
multiply = 0.75
desc = raid_insight_market
}
}
}
parameters = {
estate_increase_powerful_family_rating_3 = yes
estate_increase_influence_on_building_construction_2 = yes
estate_reduce_council_position_cost = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.2
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
}
market_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = market_03
can_construct = {
estate_can_construct_market_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_market }
multiply = 0.75
desc = raid_insight_market
}
}
}
parameters = {
estate_increase_powerful_family_rating_4 = yes
estate_increase_influence_on_building_construction_3 = yes
estate_reduce_council_position_cost = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.4
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
}
market_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = market_04
can_construct = {
estate_can_construct_market_05_trigger = yes
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_market }
multiply = 0.75
desc = raid_insight_market
}
}
}
parameters = {
estate_increase_powerful_family_rating_5 = yes
estate_increase_influence_on_building_construction_4 = yes
estate_reduce_council_position_cost = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.8
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
}
market_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = market_05
can_construct = {
estate_can_construct_market_06_trigger = yes
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_market }
multiply = 0.75
desc = raid_insight_market
}
}
}
parameters = {
estate_increase_powerful_family_rating_6 = yes
estate_increase_influence_on_building_construction_5 = yes
estate_reduce_council_position_cost = yes
}
character_modifier = {
domicile_monthly_gold_add = 1.6
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
intersectionmask_texture = "gfx/interface/illustrations/activity_locales/estate_building_market_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
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/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
}
}
### Grazing Lands
grazing_land_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_high_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
light_cavalry_damage_mult = 0.02
light_cavalry_toughness_mult = 0.01
light_cavalry_maintenance_mult = -0.05
}
parameters = {
cheaper_grain_fields_buildings_1 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grazing_land
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 9
if = {
limit = {
scope:owner = {
OR = {
can_recruit_archer_cavalry_trigger = yes
culture ?= {
OR = {
has_innovation = innovation_elephantry
has_innovation = innovation_war_camels
}
}
}
}
}
add = 4
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
}
grazing_land_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grazing_land_01
cost = {
gold = {
value = estate_external_building_high_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
light_cavalry_damage_mult = 0.02
light_cavalry_toughness_mult = 0.01
light_cavalry_maintenance_mult = -0.05
}
parameters = {
cheaper_grain_fields_buildings_1 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grazing_land
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 8
if = {
limit = {
scope:owner = {
OR = {
can_recruit_archer_cavalry_trigger = yes
culture ?= {
OR = {
has_innovation = innovation_elephantry
has_innovation = innovation_war_camels
}
}
}
}
}
add = 4
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
}
grazing_land_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grazing_land_02
cost = {
gold = {
value = estate_external_building_high_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
light_cavalry_damage_mult = 0.02
light_cavalry_toughness_mult = 0.01
light_cavalry_maintenance_mult = -0.05
}
parameters = {
cheaper_grain_fields_buildings_2 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grazing_land
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 7
if = {
limit = {
scope:owner = {
OR = {
can_recruit_archer_cavalry_trigger = yes
culture ?= {
OR = {
has_innovation = innovation_elephantry
has_innovation = innovation_war_camels
}
}
}
}
}
add = 4
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
}
grazing_land_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grazing_land_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
light_cavalry_damage_mult = 0.02
light_cavalry_toughness_mult = 0.01
light_cavalry_maintenance_mult = -0.05
heavy_cavalry_damage_mult = 0.04
heavy_cavalry_toughness_mult = 0.02
heavy_cavalry_maintenance_mult = -0.05
}
parameters = {
cheaper_grain_fields_buildings_2 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grazing_land
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
}
grazing_land_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grazing_land_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
light_cavalry_damage_mult = 0.02
light_cavalry_toughness_mult = 0.01
light_cavalry_maintenance_mult = -0.05
heavy_cavalry_damage_mult = 0.04
heavy_cavalry_toughness_mult = 0.02
heavy_cavalry_maintenance_mult = -0.05
}
parameters = {
cheaper_grain_fields_buildings_3 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grazing_land
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
}
grazing_land_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grazing_land_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
light_cavalry_damage_mult = 0.02
light_cavalry_toughness_mult = 0.01
light_cavalry_maintenance_mult = -0.05
heavy_cavalry_damage_mult = 0.04
heavy_cavalry_toughness_mult = 0.02
heavy_cavalry_maintenance_mult = -0.05
}
parameters = {
cheaper_grain_fields_buildings_3 = yes
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grazing_land
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 4
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
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/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
}
}
# Horse Archer sub-branch
horse_pasture_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grazing_land_03
can_construct = {
can_recruit_archer_cavalry_trigger = yes
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
archer_cavalry_damage_mult = 0.04
archer_cavalry_toughness_mult = 0.02
archer_cavalry_maintenance_mult = -0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_horse_pasture
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 10
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
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/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
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/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
}
horse_pasture_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = horse_pasture_04
can_construct = {
can_recruit_archer_cavalry_trigger = yes
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
archer_cavalry_damage_mult = 0.04
archer_cavalry_toughness_mult = 0.02
archer_cavalry_maintenance_mult = -0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_horse_pasture
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
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/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
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/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
}
horse_pasture_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = horse_pasture_05
can_construct = {
can_recruit_archer_cavalry_trigger = yes
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
archer_cavalry_damage_mult = 0.04
archer_cavalry_toughness_mult = 0.02
archer_cavalry_maintenance_mult = -0.1
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_horse_pasture
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
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/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
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/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
}
}
# Camel sub-branch
camel_pasture_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grazing_land_03
can_construct = {
culture ?= { has_innovation = innovation_war_camels }
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
camel_cavalry_damage_mult = 0.04
camel_cavalry_toughness_mult = 0.02
camel_cavalry_maintenance_mult = -0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_camel_pasture
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 10
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
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/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
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/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
}
camel_pasture_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = camel_pasture_04
can_construct = {
culture ?= { has_innovation = innovation_war_camels }
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
camel_cavalry_damage_mult = 0.04
camel_cavalry_toughness_mult = 0.02
camel_cavalry_maintenance_mult = -0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_camel_pasture
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
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/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
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/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
}
camel_pasture_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = camel_pasture_05
can_construct = {
culture ?= { has_innovation = innovation_war_camels }
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
camel_cavalry_damage_mult = 0.04
camel_cavalry_toughness_mult = 0.02
camel_cavalry_maintenance_mult = -0.1
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_camel_pasture
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
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/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
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/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
}
}
# Elephant sub-branch
elephant_pasture_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grazing_land_03
can_construct = {
culture ?= { has_innovation = innovation_elephantry }
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
elephant_cavalry_damage_mult = 0.06
elephant_cavalry_toughness_mult = 0.03
elephant_cavalry_maintenance_mult = -0.05
}
ai_value = {
value = 12
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
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/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
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/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
}
elephant_pasture_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = elephant_pasture_04
can_construct = {
culture ?= { has_innovation = innovation_elephantry }
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
elephant_cavalry_damage_mult = 0.06
elephant_cavalry_toughness_mult = 0.03
elephant_cavalry_maintenance_mult = -0.05
}
ai_value = {
value = 10
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
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/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
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/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
}
elephant_pasture_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = elephant_pasture_05
can_construct = {
culture ?= { has_innovation = innovation_elephantry }
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_grazing_land }
multiply = 0.75
desc = raid_insight_grazing_land
}
}
}
character_modifier = {
elephant_cavalry_damage_mult = 0.06
elephant_cavalry_toughness_mult = 0.03
elephant_cavalry_maintenance_mult = -0.1
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
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/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
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/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
}
}
### Grain Fields
grain_field_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
add = {
value = estate_external_building_high_cost_tier_1_value
if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
}
multiply = 0.85
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
}
multiply = 0.75
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
}
multiply = 0.65
desc = grazing_land_in_domicile
}
if = {
limit = { has_character_modifier = raid_insight_grain_field }
multiply = 0.75
desc = raid_insight_grain_field
}
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grain_field
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 10
if = { # Let's make sure the AI builds at least one good income building
limit = {
NOR = {
has_domicile_building_or_higher = vineyard_01
has_domicile_building_or_higher = olive_01
has_domicile_building_or_higher = market_01
}
}
add = 20
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
grain_field_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grain_field_01
cost = {
gold = {
add = {
value = estate_external_building_high_cost_tier_2_value
if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
}
multiply = 0.85
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
}
multiply = 0.75
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
}
multiply = 0.65
desc = grazing_land_in_domicile
}
if = {
limit = { has_character_modifier = raid_insight_grain_field }
multiply = 0.75
desc = raid_insight_grain_field
}
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grain_field
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
grain_field_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grain_field_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_02 }
}
cost = {
gold = {
add = {
value = estate_external_building_high_cost_tier_3_value
if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
}
multiply = 0.85
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
}
multiply = 0.75
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
}
multiply = 0.65
desc = grazing_land_in_domicile
}
if = {
limit = { has_character_modifier = raid_insight_grain_field }
multiply = 0.75
desc = raid_insight_grain_field
}
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grain_field
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
grain_field_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grain_field_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
add = {
value = estate_external_building_high_cost_tier_4_value
if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
}
multiply = 0.85
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
}
multiply = 0.75
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
}
multiply = 0.65
desc = grazing_land_in_domicile
}
if = {
limit = { has_character_modifier = raid_insight_grain_field }
multiply = 0.75
desc = raid_insight_grain_field
}
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grain_field
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
grain_field_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grain_field_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
add = {
value = estate_external_building_high_cost_tier_5_value
if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
}
multiply = 0.85
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
}
multiply = 0.75
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
}
multiply = 0.65
desc = grazing_land_in_domicile
}
if = {
limit = { has_character_modifier = raid_insight_grain_field }
multiply = 0.75
desc = raid_insight_grain_field
}
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grain_field
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
grain_field_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = grain_field_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
add = {
value = estate_external_building_high_cost_tier_6_value
if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
}
multiply = 0.85
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
}
multiply = 0.75
desc = grazing_land_in_domicile
}
else_if = {
limit = {
domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
}
multiply = 0.65
desc = grazing_land_in_domicile
}
if = {
limit = { has_character_modifier = raid_insight_grain_field }
multiply = 0.75
desc = raid_insight_grain_field
}
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_grain_field
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
### Rice Fields
rice_field_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_high_cost_tier_1_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
ai_value = {
value = 10
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
rice_field_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = rice_field_01
cost = {
gold = {
value = estate_external_building_high_cost_tier_2_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
rice_field_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = rice_field_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_02 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_3_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
rice_field_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = rice_field_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_4_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
rice_field_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = rice_field_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_5_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
rice_field_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = rice_field_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_high_cost_tier_6_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.4
development_growth_factor = 0.04
supply_limit_mult = 0.05
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
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/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
}
}
### Vineyard
vineyard_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_vineyard }
multiply = 0.75
desc = raid_insight_vineyard
}
}
}
parameters = {
estate_improved_wine_cellar_1 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.25
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_vineyard
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 10
if = { # Let's make sure the AI builds at least one good income building
limit = {
NOR = {
has_domicile_building_or_higher = grain_field_01
has_domicile_building_or_higher = olive_01
has_domicile_building_or_higher = market_01
}
}
add = 20
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
vineyard_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = vineyard_01
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_vineyard }
multiply = 0.75
desc = raid_insight_vineyard
}
}
}
parameters = {
estate_improved_wine_cellar_1 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.25
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_vineyard
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
vineyard_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = vineyard_02
can_construct = {
estate_can_construct_vineyard_03_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_vineyard }
multiply = 0.75
}
}
}
parameters = {
estate_improved_wine_cellar_1 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.25
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_vineyard
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
vineyard_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = vineyard_03
can_construct = {
estate_can_construct_vineyard_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_vineyard }
multiply = 0.75
}
}
}
parameters = {
estate_improved_wine_cellar_2 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.25
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_vineyard
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
vineyard_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = vineyard_04
can_construct = {
estate_can_construct_vineyard_05_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_vineyard }
multiply = 0.75
}
}
}
parameters = {
estate_improved_wine_cellar_2 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.25
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_vineyard
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
vineyard_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = vineyard_05
can_construct = {
estate_can_construct_vineyard_06_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_vineyard }
multiply = 0.75
}
}
}
parameters = {
estate_improved_wine_cellar_3 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.25
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_vineyard
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
### Tea Plantation
tea_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
can_construct_potential = {
culture ?= { has_innovation = innovation_champa_rice }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.25
negate_health_penalty_add = 0.01
}
ai_value = {
value = 10
if = { # Let's make sure the AI builds at least one good income building
limit = {
NOT = {
has_domicile_building_or_higher = market_01
}
}
add = 20
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
tea_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = tea_01
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_vineyard }
multiply = 0.75
desc = raid_insight_vineyard
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.25
negate_health_penalty_add = 0.02
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
tea_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = tea_02
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_02 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_vineyard }
multiply = 0.75
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.25
negate_health_penalty_add = 0.04
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
tea_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = tea_03
can_construct = {
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.25
negate_health_penalty_add = 0.06
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
tea_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = tea_04
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.25
negate_health_penalty_add = 0.08
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
tea_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = tea_05
can_construct = {
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
}
}
character_modifier = {
domicile_monthly_gold_add = 0.25
negate_health_penalty_add = 0.1
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
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/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
}
}
### Olive Plantation
olive_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_olive }
multiply = 0.75
desc = raid_insight_olive
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.3
epidemic_resistance = 1
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_olive
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 10
if = { # Let's make sure the AI builds at least one good income building
limit = {
NOR = {
has_domicile_building_or_higher = grain_field_01
has_domicile_building_or_higher = vineyard_01
has_domicile_building_or_higher = market_01
}
}
add = 20
}
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
}
olive_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = olive_01
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_olive }
multiply = 0.75
desc = raid_insight_olive
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.3
epidemic_resistance = 1
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_olive
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
}
olive_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = olive_02
can_construct = {
estate_can_construct_olive_03_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_olive }
multiply = 0.75
desc = raid_insight_olive
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.3
epidemic_resistance = 2
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_olive
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 8
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
}
olive_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = olive_03
can_construct = {
estate_can_construct_olive_04_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_olive }
multiply = 0.75
desc = raid_insight_olive
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.3
epidemic_resistance = 2
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_olive
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
}
olive_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = olive_04
can_construct = {
estate_can_construct_olive_05_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_olive }
multiply = 0.75
desc = raid_insight_olive
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.3
epidemic_resistance = 2
attraction_opinion = 4
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_olive
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 6
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
}
olive_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = olive_05
can_construct = {
estate_can_construct_olive_06_trigger = yes
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_olive }
multiply = 0.75
desc = raid_insight_olive
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.3
epidemic_resistance = 4
attraction_opinion = 6
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_olive
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
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/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
}
}
### Silk Production - Byzantine exclusive
silk_01 = {
construction_time = 730
allowed_domicile_types = { estate palace }
can_construct = {
custom_tooltip = {
text = has_unlocked_estate_silk
OR = {
house = { has_house_modifier = ep3_unlocked_silk }
culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
}
}
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_1_value
if = {
limit = { has_character_modifier = raid_insight_silk }
multiply = 0.75
desc = raid_insight_silk
}
}
}
character_modifier = {
domicile_monthly_gold_add = 0.1
domicile_monthly_influence_add = 0.05
owned_political_scheme_success_chance_add = 3
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_silk
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 15
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
}
}
silk_02 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = silk_01
can_construct = {
OR = {
custom_tooltip = {
house = { has_house_modifier = ep3_unlocked_silk }
text = has_unlocked_estate_silk
}
culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
}
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_2_value
if = {
limit = { has_character_modifier = raid_insight_silk }
multiply = 0.75
desc = raid_insight_silk
}
}
}
parameters = {
}
character_modifier = {
domicile_monthly_gold_add = 0.1
domicile_monthly_influence_add = 0.05
owned_political_scheme_success_chance_add = 3
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_silk
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 13
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
}
}
silk_03 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = silk_02
can_construct = {
OR = {
custom_tooltip = {
house = { has_house_modifier = ep3_unlocked_silk }
text = has_unlocked_estate_silk
}
culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
}
domicile ?= { has_domicile_building_or_higher = estate_main_02 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_3_value
if = {
limit = { has_character_modifier = raid_insight_silk }
multiply = 0.75
desc = raid_insight_silk
}
}
}
parameters = {
}
character_modifier = {
domicile_monthly_gold_add = 0.1
domicile_monthly_influence_add = 0.05
owned_political_scheme_success_chance_add = 3
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_silk
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 11
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
}
}
silk_04 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = silk_03
can_construct = {
OR = {
custom_tooltip = {
house = { has_house_modifier = ep3_unlocked_silk }
text = has_unlocked_estate_silk
}
culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
}
domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_4_value
if = {
limit = { has_character_modifier = raid_insight_silk }
multiply = 0.75
desc = raid_insight_silk
}
}
}
parameters = {
estate_unlock_silk_regalia_decision = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.1
domicile_monthly_influence_add = 0.1
owned_political_scheme_success_chance_add = 3
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_silk
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 9
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
}
}
silk_05 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = silk_04
can_construct = {
OR = {
custom_tooltip = {
house = { has_house_modifier = ep3_unlocked_silk }
text = has_unlocked_estate_silk
}
culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
}
domicile ?= { has_domicile_building_or_higher = estate_main_04 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_5_value
if = {
limit = { has_character_modifier = raid_insight_silk }
multiply = 0.75
desc = raid_insight_silk
}
}
}
parameters = {
estate_unlock_silk_regalia_decision = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.1
domicile_monthly_influence_add = 0.1
owned_political_scheme_success_chance_add = 4
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_silk
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 7
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
}
}
silk_06 = {
construction_time = 730
allowed_domicile_types = { estate palace }
previous_building = silk_05
can_construct = {
OR = {
custom_tooltip = {
house = { has_house_modifier = ep3_unlocked_silk }
text = has_unlocked_estate_silk
}
culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
}
domicile ?= { has_domicile_building_or_higher = estate_main_05 }
}
cost = {
gold = {
value = estate_external_building_normal_cost_tier_6_value
if = {
limit = { has_character_modifier = raid_insight_silk }
multiply = 0.75
desc = raid_insight_silk
}
}
}
parameters = {
estate_unlock_silk_regalia_decision = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.1
domicile_monthly_influence_add = 0.15
owned_political_scheme_success_chance_add = 4
}
on_complete = {
if = {
limit = {
scope:owner = {
is_alive = yes
}
years_from_game_start >= 1
}
scope:owner = {
random = {
chance = 75
add_character_flag = {
flag = domicile_new_built_silk
months = 1
}
trigger_event = {
id = ep3_governor_yearly.3001
days = 5
}
}
}
}
}
ai_value = {
value = 5
add = estate_building_ai_modifier_value
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
}
asset = {
icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
}
}