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# Standard Military Buildings #


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# Regimental Grounds - High Levy, All MaA, High MaA Maintenance


# - Farmland, Floodplain
# Barracks - Normal Levy, Heavy Infantry, Pikemen
# - Farmland, Plain, Dryland, Floodplain
# Warrior Lodges - Poor Levy, Heavy Infantry, Pikemen, Skirmishers, Flat Stationed
MaA Pursuit
# - Certain Regions: Mountains, Desert Mountains, Hills (certain regions)
# Hillside Grazing - Poor Levy, Heavy Cavalry, Light Cavalry, Horse Archers
# - Certain Regions: Mountains, Desert Mountains, Hills (certain regions)
# Outposts - Poor Levy, Super Poor Tax, Defensive Advantage, Raid Time,
Skirmishers, Archers
# - Forest, Taiga, Jungle, Wetland
# Camel Farms - Poor Levy, Super Poor Tax, Camel Cavalry, Light Cavalry
# - Camelry Region: Desert, Floodplain, Oasis, Dryland
# Horse Pastures - Low Levy, Low tax, Horse Archers, Light Cavalry, Flat Stationed
MaA Screen
# - Eastern Steppe Region/Steppe Terrain
# Blacksmiths - Normal Stationed MaA bonuses, Holding Taxes %, Levy Reinforcement,
Low Knight Effectiveness
# Stables - Low Levy, Light Cavalry, Heavy Cavalry
# Militia Camps - Normal Levy, Archers, Skirmishers
# Workshops - Late Game Building - Normal Tax, Siege Weapons, Recruitment Cost for
Archers/Skirmishers, Maintenance for Archers/Skirmishers
# Wind Furnaces - Good Tax, Good Stationed MaA bonuses, high Knight Effectiveness
# - Wootz Steel Innovation

### wind_furnace

wind_furnace_01 = {
construction_time = standard_construction_time

can_construct_potential = {
building_wind_furnace_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_1_cost

province_modifier = {
stationed_maa_damage_mult = high_maa_damage_tier_1
stationed_maa_toughness_mult = high_maa_toughness_tier_1
monthly_income = good_building_tax_tier_1
}
character_modifier = {
#knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_1
}

next_building = wind_furnace_02

type_icon = "icon_building_wind_furnaces.dds"
ai_value = {
base = 100
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes

modifier = {
factor = 0
has_holding_type = city_holding
}
modifier = {
factor = 0
has_holding_type = church_holding
}
}
}

wind_furnace_02 = {
construction_time = standard_construction_time

can_construct_potential = {
building_wind_furnace_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_2_cost

province_modifier = {
stationed_maa_damage_mult = high_maa_damage_tier_2
stationed_maa_toughness_mult = high_maa_toughness_tier_2
monthly_income = good_building_tax_tier_2
}
character_modifier = {
#knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_2
}

next_building = wind_furnace_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

wind_furnace_03 = {
construction_time = standard_construction_time

can_construct_potential = {
building_wind_furnace_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_3_cost

province_modifier = {
stationed_maa_damage_mult = high_maa_damage_tier_3
stationed_maa_toughness_mult = high_maa_toughness_tier_3
monthly_income = good_building_tax_tier_3
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_3
}

next_building = wind_furnace_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

wind_furnace_04 = {
construction_time = standard_construction_time
effect_desc = windfurnaces_effects_desc

can_construct_potential = {
building_wind_furnace_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_4_cost

province_modifier = {
stationed_maa_damage_mult = high_maa_damage_tier_4
stationed_maa_toughness_mult = high_maa_toughness_tier_4
monthly_income = good_building_tax_tier_4
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_4
}

next_building = wind_furnace_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

wind_furnace_05 = {
construction_time = standard_construction_time
effect_desc = windfurnaces_effects_desc

can_construct_potential = {
building_wind_furnace_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_5_cost

province_modifier = {
stationed_maa_damage_mult = high_maa_damage_tier_5
stationed_maa_toughness_mult = high_maa_toughness_tier_5
monthly_income = good_building_tax_tier_5
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_5
}

next_building = wind_furnace_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

wind_furnace_06 = {
construction_time = standard_construction_time
effect_desc = windfurnaces_effects_desc

can_construct_potential = {
building_wind_furnace_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_6_cost

province_modifier = {
stationed_maa_damage_mult = high_maa_damage_tier_6
stationed_maa_toughness_mult = high_maa_toughness_tier_6
monthly_income = good_building_tax_tier_6
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_6
}

next_building = wind_furnace_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

wind_furnace_07 = {
construction_time = standard_construction_time
effect_desc = windfurnaces_effects_desc

can_construct_potential = {
building_wind_furnace_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_7_cost

province_modifier = {
stationed_maa_damage_mult = high_maa_damage_tier_7
stationed_maa_toughness_mult = high_maa_toughness_tier_7
monthly_income = good_building_tax_tier_7
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_7
}
next_building = wind_furnace_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

wind_furnace_08 = {
construction_time = standard_construction_time
effect_desc = windfurnaces_effects_desc

can_construct_potential = {
building_wind_furnace_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_8_cost

province_modifier = {
stationed_maa_damage_mult = high_maa_damage_tier_8
stationed_maa_toughness_mult = high_maa_toughness_tier_8
monthly_income = good_building_tax_tier_8
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_8
}

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### workshops

workshops_01 = {
construction_time = slow_construction_time

can_construct_potential = {
building_workshops_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_advanced_bowmaking
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_1_cost

province_modifier = {
monthly_income = normal_building_tax_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
stationed_maa_siege_value_add = 0.05
}
character_modifier = {
skirmishers_maintenance_mult = good_building_maa_maintenance_tier_1
archers_maintenance_mult = good_building_maa_maintenance_tier_1
}

next_building = workshops_02

type_icon = "icon_building_workshops.dds"

ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
}
}

workshops_02 = {
construction_time = slow_construction_time

can_construct_potential = {
building_workshops_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_advanced_bowmaking
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_2_cost

province_modifier = {
monthly_income = normal_building_tax_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
stationed_maa_siege_value_add = 0.1
}
character_modifier = {
skirmishers_maintenance_mult = good_building_maa_maintenance_tier_2
archers_maintenance_mult = good_building_maa_maintenance_tier_2
}

next_building = workshops_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

workshops_03 = {
construction_time = slow_construction_time

can_construct_potential = {
building_workshops_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_advanced_bowmaking
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_3_cost

province_modifier = {
monthly_income = normal_building_tax_tier_3
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_3
stationed_archers_damage_mult = high_maa_damage_tier_1
stationed_skirmishers_damage_mult = high_maa_damage_tier_1
stationed_maa_siege_value_add = 0.15
}
character_modifier = {
skirmishers_maintenance_mult = good_building_maa_maintenance_tier_3
archers_maintenance_mult = good_building_maa_maintenance_tier_3
}

next_building = workshops_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

workshops_04 = {
construction_time = slow_construction_time

can_construct_potential = {
building_workshops_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_advanced_bowmaking
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_4_cost

province_modifier = {
monthly_income = normal_building_tax_tier_4
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4
stationed_archers_damage_mult = high_maa_damage_tier_2
stationed_skirmishers_damage_mult = high_maa_damage_tier_2
stationed_maa_siege_value_add = 0.2
}
character_modifier = {
skirmishers_maintenance_mult = good_building_maa_maintenance_tier_4
archers_maintenance_mult = good_building_maa_maintenance_tier_4
}

next_building = workshops_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

workshops_05 = {
construction_time = slow_construction_time

can_construct_potential = {
building_workshops_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_advanced_bowmaking
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_5_cost

province_modifier = {
monthly_income = normal_building_tax_tier_5
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_5
stationed_archers_damage_mult = high_maa_damage_tier_3
stationed_skirmishers_damage_mult = high_maa_damage_tier_3
stationed_maa_siege_value_add = 0.25
}
character_modifier = {
skirmishers_maintenance_mult = good_building_maa_maintenance_tier_5
archers_maintenance_mult = good_building_maa_maintenance_tier_5
cultural_head_fascination_mult = 0.05
}

next_building = workshops_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

workshops_06 = {
construction_time = slow_construction_time

can_construct_potential = {
building_workshops_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_6_cost

province_modifier = {
monthly_income = normal_building_tax_tier_6
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_6
stationed_archers_damage_mult = high_maa_damage_tier_4
stationed_skirmishers_damage_mult = high_maa_damage_tier_4
stationed_maa_siege_value_add = 0.3
}
character_modifier = {
skirmishers_maintenance_mult = good_building_maa_maintenance_tier_6
archers_maintenance_mult = good_building_maa_maintenance_tier_6
cultural_head_fascination_mult = 0.10
}

next_building = workshops_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

workshops_07 = {
construction_time = slow_construction_time

can_construct_potential = {
building_workshops_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_7_cost

province_modifier = {
monthly_income = normal_building_tax_tier_7
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_7
stationed_archers_damage_mult = high_maa_damage_tier_5
stationed_skirmishers_damage_mult = high_maa_damage_tier_5
stationed_maa_siege_value_add = 0.35
}
character_modifier = {
skirmishers_maintenance_mult = good_building_maa_maintenance_tier_7
archers_maintenance_mult = good_building_maa_maintenance_tier_7
cultural_head_fascination_mult = 0.15
}

next_building = workshops_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

workshops_08 = {
construction_time = slow_construction_time

can_construct_potential = {
building_workshops_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_8_cost

province_modifier = {
monthly_income = normal_building_tax_tier_8
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_8
stationed_archers_damage_mult = high_maa_damage_tier_6
stationed_skirmishers_damage_mult = high_maa_damage_tier_6
stationed_maa_siege_value_add = 0.4
}
character_modifier = {
skirmishers_maintenance_mult = good_building_maa_maintenance_tier_8
archers_maintenance_mult = good_building_maa_maintenance_tier_8
cultural_head_fascination_mult = 0.20
}

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### horse_pastures

horse_pastures_01 = {
construction_time = quick_construction_time

can_construct_potential = {
building_horse_pastures_requirement_terrain = yes
}

can_construct_showing_failures_only = {
}

cost_gold = cheap_building_tier_1_cost

levy = small_building_levy_tier_1

character_modifier = {
movement_speed = high_movement_speed_tier_1
movement_speed_land_raiding = high_movement_speed_tier_1
}

province_modifier = {
stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_1
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_1
stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_1
stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
}

next_building = horse_pastures_02

type_icon = "icon_building_horse_pastures.dds"

ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
ai_stacking_bonus_camel_farms_modifier = yes
ai_stacking_bonus_hillside_grazing_modifier = yes
ai_stacking_bonus_stables_modifier = yes
ai_anti_synergy_armored_infantry_modifier = yes
ai_anti_synergy_light_infantry_modifier = yes
ai_archer_cavalry_modifier = yes
ai_light_cavalry_modifier = yes
modifier = {
factor = 0
building_regimental_grounds_requirement_terrain = yes
NOT = {
has_building_or_higher = regimental_grounds_01
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
add = -9
has_building_or_higher = city_01
}
modifier = {
add = -9
scope:holder = {
OR = {
AND = {
government_has_flag = government_is_theocracy
highest_held_title_tier <= tier_barony
}
is_theocratic_lessee = yes
}
}
}
}
}

horse_pastures_02 = {
construction_time = quick_construction_time

can_construct_potential = {
building_horse_pastures_requirement_terrain = yes
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
}

cost_gold = cheap_building_tier_2_cost

levy = small_building_levy_tier_2

character_modifier = {
movement_speed = high_movement_speed_tier_2
movement_speed_land_raiding = high_movement_speed_tier_2
}

province_modifier = {
stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_2
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_2
stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_2
stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
}

next_building = horse_pastures_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

horse_pastures_03 = {
construction_time = quick_construction_time

can_construct_potential = {
building_horse_pastures_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_3_cost

levy = small_building_levy_tier_3

character_modifier = {
movement_speed = high_movement_speed_tier_3
movement_speed_land_raiding = high_movement_speed_tier_3
}

province_modifier = {
stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_3
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_3
stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_3
stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
}

next_building = horse_pastures_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

horse_pastures_04 = {
construction_time = quick_construction_time

can_construct_potential = {
building_horse_pastures_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_4_cost

levy = small_building_levy_tier_4

character_modifier = {
movement_speed = high_movement_speed_tier_4
movement_speed_land_raiding = high_movement_speed_tier_4
}
province_modifier = {
stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_4
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_4
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_4
stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_4
stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
}

next_building = horse_pastures_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

horse_pastures_05 = {
construction_time = quick_construction_time

can_construct_potential = {
building_horse_pastures_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_5_cost

levy = small_building_levy_tier_5

character_modifier = {
movement_speed = high_movement_speed_tier_5
movement_speed_land_raiding = high_movement_speed_tier_5
}

province_modifier = {
stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_5
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_5
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_5
stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_5
stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_5
}

next_building = horse_pastures_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

horse_pastures_06 = {
construction_time = quick_construction_time

can_construct_potential = {
building_horse_pastures_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_6_cost

levy = small_building_levy_tier_6

character_modifier = {
movement_speed = high_movement_speed_tier_6
movement_speed_land_raiding = high_movement_speed_tier_6
}

province_modifier = {
stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_6
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_6
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_6
stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_6
stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_6
}

next_building = horse_pastures_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

horse_pastures_07 = {
construction_time = quick_construction_time

can_construct_potential = {
building_horse_pastures_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_7_cost

levy = small_building_levy_tier_7

character_modifier = {
movement_speed = high_movement_speed_tier_7
movement_speed_land_raiding = high_movement_speed_tier_7
}

province_modifier = {
stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_7
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_7
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_7
stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_7
stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_7
}

next_building = horse_pastures_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

horse_pastures_08 = {
construction_time = quick_construction_time

can_construct_potential = {
building_horse_pastures_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_8_cost

levy = small_building_levy_tier_8

character_modifier = {
movement_speed = high_movement_speed_tier_8
movement_speed_land_raiding = high_movement_speed_tier_8
}

province_modifier = {
stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_8
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_8
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_8
stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_8
stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_8
}

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### hillside_grazing

hillside_grazing_01 = {
construction_time = quick_construction_time

can_construct_potential = {
building_hillside_grazing_requirement_terrain = yes
}

can_construct_showing_failures_only = {
}

cost_gold = cheap_building_tier_1_cost

levy = small_building_levy_tier_1

province_modifier = {
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1
stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_1
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_1
monthly_income = super_poor_building_tax_tier_1

}
province_culture_modifier = { ## GH ADDITIONS: Izikalek Herdmasters Cultural
Tradition
parameter = herdmasters_buildings_bonuses
stationed_skirmishers_damage_mult = low_maa_damage_tier_1
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1
hostile_raid_time = 0.1
}

next_building = hillside_grazing_02

type_icon = "icon_building_hillside_grazing.dds"

ai_value = {
base = 11 # Little nudge
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
ai_stacking_bonus_camel_farms_modifier = yes
ai_stacking_bonus_horse_pastures_modifier = yes
ai_stacking_bonus_stables_modifier = yes
ai_archer_cavalry_modifier = yes
ai_light_cavalry_modifier = yes
ai_heavy_cavalry_modifier = yes
modifier = {
factor = 0
building_regimental_grounds_requirement_terrain = yes
NOT = {
has_building_or_higher = regimental_grounds_01
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
add = -10
has_building_or_higher = city_01
}
}
}

hillside_grazing_02 = {
construction_time = quick_construction_time

can_construct_potential = {
building_hillside_grazing_requirement_terrain = yes
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
}

cost_gold = cheap_building_tier_2_cost

levy = small_building_levy_tier_2

province_modifier = {
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_1
stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_2
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_2
monthly_income = super_poor_building_tax_tier_2
}
province_culture_modifier = { ## GH ADDITIONS: Izikalek Herdmasters Cultural
Tradition
parameter = herdmasters_buildings_bonuses
stationed_skirmishers_damage_mult = low_maa_damage_tier_2
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2
hostile_raid_time = 0.2
}

next_building = hillside_grazing_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

hillside_grazing_03 = {
construction_time = quick_construction_time

can_construct_potential = {
building_hillside_grazing_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_3_cost

levy = small_building_levy_tier_3

province_modifier = {
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_2
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_2
stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_3
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_3
monthly_income = super_poor_building_tax_tier_3
stationed_maa_screen_add = 4
}
province_culture_modifier = { ## GH ADDITIONS: Izikalek Herdmasters Cultural
Tradition
parameter = herdmasters_buildings_bonuses
stationed_skirmishers_damage_mult = low_maa_damage_tier_3
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3
hostile_raid_time = 0.3
}

next_building = hillside_grazing_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

hillside_grazing_04 = {
construction_time = quick_construction_time

can_construct_potential = {
building_hillside_grazing_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_4_cost

levy = small_building_levy_tier_4

province_modifier = {
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_3
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_3
stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_4
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_4
monthly_income = super_poor_building_tax_tier_4
stationed_maa_screen_add = 6
}
province_culture_modifier = { ## GH ADDITIONS: Izikalek Herdmasters Cultural
Tradition
parameter = herdmasters_buildings_bonuses
stationed_skirmishers_damage_mult = low_maa_damage_tier_4
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4
hostile_raid_time = 0.4
}

next_building = hillside_grazing_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

hillside_grazing_05 = {
construction_time = quick_construction_time

can_construct_potential = {
building_hillside_grazing_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_5_cost

levy = small_building_levy_tier_5

province_modifier = {
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_4
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_4
stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_5
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_4
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_5
monthly_income = super_poor_building_tax_tier_5
stationed_maa_screen_add = 8
}
province_culture_modifier = { ## GH ADDITIONS: Izikalek Herdmasters Cultural
Tradition
parameter = herdmasters_buildings_bonuses
stationed_skirmishers_damage_mult = low_maa_damage_tier_5
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_5
hostile_raid_time = 0.5
}

next_building = hillside_grazing_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

hillside_grazing_06 = {
construction_time = quick_construction_time

can_construct_potential = {
building_hillside_grazing_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost

levy = small_building_levy_tier_6

province_modifier = {
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_5
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_5
stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_6
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_5
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_6
monthly_income = super_poor_building_tax_tier_6
stationed_maa_screen_add = 12
}
province_culture_modifier = { ## GH ADDITIONS: Izikalek Herdmasters Cultural
Tradition
parameter = herdmasters_buildings_bonuses
stationed_skirmishers_damage_mult = low_maa_damage_tier_6
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_6
hostile_raid_time = 0.6
}

next_building = hillside_grazing_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

hillside_grazing_07 = {
construction_time = quick_construction_time

can_construct_potential = {
building_hillside_grazing_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_7_cost

levy = small_building_levy_tier_7

province_modifier = {
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_6
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_6
stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_7
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_6
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_7
monthly_income = super_poor_building_tax_tier_7
stationed_maa_screen_add = 16
}
province_culture_modifier = { ## GH ADDITIONS: Izikalek Herdmasters Cultural
Tradition
parameter = herdmasters_buildings_bonuses
stationed_skirmishers_damage_mult = low_maa_damage_tier_7
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_7
hostile_raid_time = 0.7
}

next_building = hillside_grazing_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

hillside_grazing_08 = {
construction_time = quick_construction_time

can_construct_potential = {
building_hillside_grazing_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_8_cost

levy = small_building_levy_tier_8

province_modifier = {
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_7
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_7
stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_8
stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_7
stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_8
monthly_income = super_poor_building_tax_tier_8
stationed_maa_screen_add = 20
}
province_culture_modifier = { ## GH ADDITIONS: Izikalek Herdmasters Cultural
Tradition
parameter = herdmasters_buildings_bonuses
stationed_skirmishers_damage_mult = low_maa_damage_tier_8
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_8
hostile_raid_time = 0.8
}
ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### warrior_lodges

warrior_lodges_01 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_civil_cost_low_discount_effect_toto_desc
}
}
can_construct_potential = {
building_warrior_lodges_requirement_terrain = yes
}

can_construct_showing_failures_only = {
}

cost_gold = cheap_building_tier_1_cost

levy = normal_building_levy_tier_1

province_modifier = {
stationed_skirmishers_damage_mult = normal_maa_damage_tier_1
stationed_pikemen_damage_mult = normal_maa_damage_tier_1
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1
travel_danger = -1
}

next_building = warrior_lodges_02

type_icon = "icon_building_warrior_lodges.dds"

ai_value = {
base = 11 # Little nudge
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
ai_stacking_bonus_military_camps_modifier = yes
ai_stacking_bonus_smiths_modifier = yes
ai_stacking_bonus_wind_furnaces_modifier = yes
ai_stacking_bonus_outposts_modifier = yes
ai_skirmisher_modifier = yes
ai_pikemen_modifier = yes
ai_heavy_infantry_modifier = yes
modifier = {
factor = 0
building_regimental_grounds_requirement_terrain = yes
NOT = {
has_building_or_higher = regimental_grounds_01
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
add = -10
has_building_or_higher = city_01
}
modifier = {
add = -10
scope:holder = {
OR = {
AND = {
government_has_flag = government_is_theocracy
highest_held_title_tier <= tier_barony
}
is_theocratic_lessee = yes
}
}
}
}
}

warrior_lodges_02 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_civil_cost_low_discount_effect_toto_desc
}
}
can_construct_potential = {
building_warrior_lodges_requirement_terrain = yes
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
}

cost_gold = cheap_building_tier_2_cost

levy = normal_building_levy_tier_2

province_modifier = {
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1
stationed_skirmishers_damage_mult = normal_maa_damage_tier_2
stationed_pikemen_toughness_mult = low_maa_toughness_tier_1
stationed_pikemen_damage_mult = normal_maa_damage_tier_2
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_1
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2
travel_danger = -2
}

next_building = warrior_lodges_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

warrior_lodges_03 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_civil_cost_low_discount_effect_toto_desc
}
}
can_construct_potential = {
building_warrior_lodges_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_3_cost

levy = normal_building_levy_tier_3

province_modifier = {
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2
stationed_skirmishers_damage_mult = normal_maa_damage_tier_3
stationed_pikemen_toughness_mult = low_maa_toughness_tier_2
stationed_pikemen_damage_mult = normal_maa_damage_tier_3
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_2
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3
stationed_maa_pursuit_add = 4
travel_danger = -3
}

next_building = warrior_lodges_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

warrior_lodges_04 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_civil_cost_low_discount_effect_toto_desc
}
}
can_construct_potential = {
building_warrior_lodges_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_4_cost

levy = normal_building_levy_tier_4

province_modifier = {
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3
stationed_skirmishers_damage_mult = normal_maa_damage_tier_4
stationed_pikemen_toughness_mult = low_maa_toughness_tier_3
stationed_pikemen_damage_mult = normal_maa_damage_tier_4
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_3
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_4
stationed_maa_pursuit_add = 6
travel_danger = -4
}

next_building = warrior_lodges_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

warrior_lodges_05 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_civil_cost_low_discount_effect_toto_desc
}
}
can_construct_potential = {
building_warrior_lodges_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_5_cost

levy = normal_building_levy_tier_5

province_modifier = {
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4
stationed_skirmishers_damage_mult = normal_maa_damage_tier_5
stationed_pikemen_toughness_mult = low_maa_toughness_tier_4
stationed_pikemen_damage_mult = normal_maa_damage_tier_5
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_4
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_5
stationed_maa_pursuit_add = 8
travel_danger = -5
}

next_building = warrior_lodges_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

warrior_lodges_06 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_civil_cost_low_discount_effect_toto_desc
}
}
can_construct_potential = {
building_warrior_lodges_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost

levy = normal_building_levy_tier_6

province_modifier = {
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_5
stationed_skirmishers_damage_mult = normal_maa_damage_tier_6
stationed_pikemen_toughness_mult = low_maa_toughness_tier_5
stationed_pikemen_damage_mult = normal_maa_damage_tier_6
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_5
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_6
stationed_maa_pursuit_add = 12
travel_danger = -6
}

next_building = warrior_lodges_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

warrior_lodges_07 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_civil_cost_low_discount_effect_toto_desc
}
}
can_construct_potential = {
building_warrior_lodges_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_7_cost

levy = normal_building_levy_tier_7

province_modifier = {
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_6
stationed_skirmishers_damage_mult = normal_maa_damage_tier_7
stationed_pikemen_toughness_mult = low_maa_toughness_tier_6
stationed_pikemen_damage_mult = normal_maa_damage_tier_7
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_6
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_7
stationed_maa_pursuit_add = 16
travel_danger = -7
}

next_building = warrior_lodges_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

warrior_lodges_08 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_civil_cost_low_discount_effect_toto_desc
}
}
can_construct_potential = {
building_warrior_lodges_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_8_cost

levy = normal_building_levy_tier_8

province_modifier = {
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_7
stationed_skirmishers_damage_mult = normal_maa_damage_tier_8
stationed_pikemen_toughness_mult = low_maa_toughness_tier_7
stationed_pikemen_damage_mult = normal_maa_damage_tier_8
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_7
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_8
stationed_maa_pursuit_add = 20
travel_danger = -8
}

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### military_camps

military_camps_01 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_archery_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_military_camps_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_1_cost

levy = normal_building_levy_tier_1

province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_1
stationed_skirmishers_damage_mult = high_maa_damage_tier_1
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_1
travel_danger = -1
}

next_building = military_camps_02

type_icon = "icon_building_military_camps.dds"

ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
ai_stacking_bonus_warrior_lodges_modifier = yes
ai_stacking_bonus_outposts_modifier = yes
ai_anti_synergy_armored_infantry_modifier = yes
ai_anti_synergy_cavalry_modifier = yes
ai_anti_synergy_light_infantry_modifier = yes
ai_skirmisher_modifier = yes
ai_archer_modifier = yes
modifier = {
add = non_stationed_maa_bonus
has_stationed_regiment = yes
NOR = {
has_stationed_regiment_of_base_type = skirmishers
has_stationed_regiment_of_base_type = archers
}
}
modifier = {
factor = 0
building_regimental_grounds_requirement_terrain = yes
NOT = {
has_building_or_higher = regimental_grounds_01
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
building_horse_pastures_requirement_terrain = yes
NOT = {
has_building_or_higher = horse_pastures_01
}
}
modifier = {
factor = 0
building_hillside_grazing_requirement_terrain = yes
NOT = {
has_building_or_higher = hillside_grazing_01
}
}
modifier = {
factor = 0
building_warrior_lodges_requirement_terrain = yes
NOT = {
has_building_or_higher = warrior_lodges_01
}
}
modifier = {
add = -9
has_building_or_higher = city_01
}
modifier = {
add = -3
OR = {
exists = barony.lessee
scope:holder = {
highest_held_title_tier <= tier_barony
}
}
}
modifier = {
add = -10
scope:holder = {
OR = {
AND = {
government_has_flag = government_is_theocracy
highest_held_title_tier <= tier_barony
}
is_theocratic_lessee = yes
}
}
}
}
}
military_camps_02 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_archery_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_military_camps_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_2_cost

levy = normal_building_levy_tier_2

province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_2
stationed_skirmishers_damage_mult = high_maa_damage_tier_2
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_2
travel_danger = -2
}

next_building = military_camps_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

military_camps_03 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_archery_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_military_camps_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_3_cost

levy = normal_building_levy_tier_3

province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_3
stationed_skirmishers_damage_mult = high_maa_damage_tier_3
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_3
stationed_skirmishers_screen_mult = normal_maa_screen_tier_1
stationed_archers_toughness_mult = normal_maa_toughness_tier_1
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
travel_danger = -3
}

next_building = military_camps_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

military_camps_04 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_archery_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_military_camps_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_4_cost

levy = normal_building_levy_tier_4

county_modifier = {
supply_limit = 200
monthly_county_control_change_factor = 0.05
}

province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_4
stationed_skirmishers_damage_mult = high_maa_damage_tier_4
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_4
stationed_skirmishers_screen_mult = normal_maa_screen_tier_2
stationed_archers_toughness_mult = normal_maa_toughness_tier_2
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
travel_danger = -4
}

next_building = military_camps_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

military_camps_05 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_archery_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_military_camps_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_5_cost

levy = normal_building_levy_tier_5

character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_5
}

county_modifier = {
supply_limit = 400
monthly_county_control_change_factor = 0.1
}

province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_5
stationed_skirmishers_damage_mult = high_maa_damage_tier_5
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_5
stationed_skirmishers_screen_mult = normal_maa_screen_tier_3
stationed_archers_toughness_mult = normal_maa_toughness_tier_3
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3
travel_danger = -5
}

next_building = military_camps_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

military_camps_06 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_archery_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_military_camps_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_6_cost

levy = normal_building_levy_tier_6

character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_6
}

county_modifier = {
supply_limit = 600
monthly_county_control_change_factor = 0.15
}

province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_6
stationed_skirmishers_damage_mult = high_maa_damage_tier_6
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_6
stationed_skirmishers_screen_mult = normal_maa_screen_tier_4
stationed_archers_toughness_mult = normal_maa_toughness_tier_4
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4
travel_danger = -6
}

next_building = military_camps_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

military_camps_07 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_archery_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_military_camps_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_7_cost

levy = normal_building_levy_tier_7

character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_7
}

county_modifier = {
supply_limit = 800
monthly_county_control_change_factor = 0.20
}

province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_7
stationed_skirmishers_damage_mult = high_maa_damage_tier_7
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_7
stationed_skirmishers_screen_mult = normal_maa_screen_tier_5
stationed_archers_toughness_mult = normal_maa_toughness_tier_5
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5
travel_danger = -7
}

next_building = military_camps_08
ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

military_camps_08 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_archery_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_military_camps_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_8_cost

levy = normal_building_levy_tier_8

character_modifier = {
men_at_arms_maintenance = normal_building_maa_maintenance_tier_8
}

county_modifier = {
supply_limit = 1000
monthly_county_control_change_factor = 0.25
}

province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_8
stationed_skirmishers_damage_mult = high_maa_damage_tier_8
stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_8
stationed_skirmishers_screen_mult = normal_maa_screen_tier_6
stationed_archers_toughness_mult = normal_maa_toughness_tier_6
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6
travel_danger = -8
}

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### regimental_grounds
regimental_grounds_01 = {
construction_time = slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_wrestling_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_regimental_grounds_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_1_cost

levy = excellent_building_levy_tier_1

character_modifier = {
men_at_arms_maintenance = good_building_maa_maintenance_tier_1
}

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
travel_danger = -1
}
county_modifier = {
levy_reinforcement_rate = high_levy_reinforcement_rate_tier_1
}

next_building = regimental_grounds_02

type_icon = "icon_building_regimental_grounds.dds"

ai_value = {
base = 13 # One of the best buildings, a slight nudge
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
modifier = {
add = -99
has_building_or_higher = city_01
}
modifier = {
add = -10
scope:holder = {
OR = {
AND = {
government_has_flag = government_is_theocracy
highest_held_title_tier <= tier_barony
}
is_theocratic_lessee = yes
}
}
}
}
}

regimental_grounds_02 = {
construction_time = slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_wrestling_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_regimental_grounds_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_2_cost

levy = excellent_building_levy_tier_2

character_modifier = {
men_at_arms_maintenance = good_building_maa_maintenance_tier_2
}

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
travel_danger = -2
}

county_modifier = {
levy_reinforcement_rate = high_levy_reinforcement_rate_tier_2
monthly_county_control_change_factor = 0.05
}

next_building = regimental_grounds_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

regimental_grounds_03 = {
construction_time = slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_wrestling_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_regimental_grounds_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_3_cost

levy = excellent_building_levy_tier_3

character_modifier = {
men_at_arms_maintenance = good_building_maa_maintenance_tier_3
}

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_3
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
travel_danger = -3
}

county_modifier = {
levy_reinforcement_rate = high_levy_reinforcement_rate_tier_3
monthly_county_control_change_factor = 0.05
}

next_building = regimental_grounds_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

regimental_grounds_04 = {
construction_time = slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_wrestling_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_regimental_grounds_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_4_cost

levy = excellent_building_levy_tier_4

character_modifier = {
men_at_arms_maintenance = good_building_maa_maintenance_tier_4
}

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_4
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
travel_danger = -4
}

county_modifier = {
levy_reinforcement_rate = high_levy_reinforcement_rate_tier_4
monthly_county_control_change_factor = 0.05
levy_size = 0.02
}

next_building = regimental_grounds_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

regimental_grounds_05 = {
construction_time = slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_wrestling_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_regimental_grounds_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_5_cost

levy = excellent_building_levy_tier_5

character_modifier = {
men_at_arms_maintenance = good_building_maa_maintenance_tier_5
}

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_5
stationed_maa_toughness_mult = normal_maa_toughness_tier_5
supply_limit = 1000
travel_danger = -5
}

county_modifier = {
levy_reinforcement_rate = high_levy_reinforcement_rate_tier_5
monthly_county_control_change_factor = 0.05
levy_size = 0.02
}

next_building = regimental_grounds_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

regimental_grounds_06 = {
construction_time = slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_wrestling_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_regimental_grounds_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_6_cost

levy = excellent_building_levy_tier_6

character_modifier = {
men_at_arms_maintenance = good_building_maa_maintenance_tier_6
}

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_6
stationed_maa_toughness_mult = normal_maa_toughness_tier_6
supply_limit = 1000
travel_danger = -6
}

county_modifier = {
levy_reinforcement_rate = high_levy_reinforcement_rate_tier_6
monthly_county_control_change_factor = 0.05
levy_size = 0.02
}

next_building = regimental_grounds_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

regimental_grounds_07 = {
construction_time = slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_wrestling_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_regimental_grounds_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_7_cost

levy = excellent_building_levy_tier_7

character_modifier = {
men_at_arms_maintenance = good_building_maa_maintenance_tier_7
knight_limit = 1
}

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_7
stationed_maa_toughness_mult = normal_maa_toughness_tier_7
supply_limit = 1000
travel_danger = -7
}

county_modifier = {
levy_reinforcement_rate = high_levy_reinforcement_rate_tier_7
monthly_county_control_change_factor = 0.05
levy_size = 0.02
}

next_building = regimental_grounds_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

regimental_grounds_08 = {
construction_time = slow_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_wrestling_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_regimental_grounds_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = expensive_building_tier_8_cost

levy = excellent_building_levy_tier_8

character_modifier = {
men_at_arms_maintenance = good_building_maa_maintenance_tier_8
knight_limit = 1
army_maintenance_mult = -0.01
}

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_8
stationed_maa_toughness_mult = normal_maa_toughness_tier_8
supply_limit = 1000
travel_danger = -8
}

county_modifier = {
levy_reinforcement_rate = high_levy_reinforcement_rate_tier_8
monthly_county_control_change_factor = 0.05
levy_size = 0.02
}

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### outposts

outposts_01 = {
construction_time = quick_construction_time
effect_desc = outposts_desc

can_construct_potential = {
building_outposts_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_1_cost

levy = poor_building_levy_tier_1
province_modifier = {
monthly_income = super_poor_building_tax_tier_1
defender_holding_advantage = normal_building_advantage_tier_1
stationed_skirmishers_damage_mult = low_maa_damage_tier_1
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
stationed_skirmishers_screen_mult = normal_maa_screen_tier_1
stationed_archers_damage_mult = low_maa_damage_tier_1
stationed_archers_toughness_mult = normal_maa_toughness_tier_1
hostile_raid_time = 0.1
travel_danger = -1
}
character_culture_modifier = {
parameter = outposts_building_bonuses
skirmishers_maintenance_mult = -0.01
archers_maintenance_mult = -0.01
skirmishers_recruitment_cost_mult = -0.01
archers_recruitment_cost_mult = -0.01
}
province_culture_modifier = {
parameter = outposts_building_bonuses
monthly_income = super_poor_building_tax_tier_1
levy_size = 0.01
}

next_building = outposts_02

type_icon = "icon_building_outposts.dds"

ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
ai_skirmisher_modifier = yes
ai_archer_modifier = yes
ai_stacking_bonus_warrior_lodges_modifier = yes
ai_stacking_bonus_military_camps_modifier = yes
ai_anti_synergy_armored_infantry_modifier = yes
ai_anti_synergy_cavalry_modifier = yes
modifier = {
factor = 0
building_camel_farms_requirement_terrain = yes
NOT = {
has_building_or_higher = camel_farms_01
}
}
modifier = {
factor = 0
building_horse_pastures_requirement_terrain = yes
NOT = {
has_building_or_higher = horse_pastures_01
}
}
modifier = {
factor = 0
building_hillside_grazing_requirement_terrain = yes
NOT = {
has_building_or_higher = hillside_grazing_01
}
}
modifier = {
factor = 0
building_warrior_lodges_requirement_terrain = yes
NOT = {
has_building_or_higher = warrior_lodges_01
}
}
modifier = { # It now has a small economic component; build it last
add = -3
has_building_or_higher = city_01
}
modifier = {
add = -10
scope:holder = {
OR = {
AND = {
government_has_flag = government_is_theocracy
highest_held_title_tier <= tier_barony
}
is_theocratic_lessee = yes
}
}
}
}
}

outposts_02 = {
construction_time = quick_construction_time
effect_desc = outposts_desc

can_construct_potential = {
building_outposts_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_2_cost

levy = poor_building_levy_tier_2
province_modifier = {
monthly_income = super_poor_building_tax_tier_2
defender_holding_advantage = normal_building_advantage_tier_2
stationed_skirmishers_damage_mult = low_maa_damage_tier_2
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
stationed_skirmishers_screen_mult = normal_maa_screen_tier_2
stationed_archers_damage_mult = low_maa_damage_tier_2
stationed_archers_toughness_mult = normal_maa_toughness_tier_2
hostile_raid_time = 0.2
travel_danger = -2
}
county_modifier = {
monthly_county_control_change_add = 0.1
}
character_culture_modifier = {
parameter = outposts_building_bonuses
skirmishers_maintenance_mult = -0.02
archers_maintenance_mult = -0.02
skirmishers_recruitment_cost_mult = -0.02
archers_recruitment_cost_mult = -0.02
}
province_culture_modifier = {
parameter = outposts_building_bonuses
monthly_income = super_poor_building_tax_tier_2
levy_size = 0.02
}

next_building = outposts_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

outposts_03 = {
construction_time = quick_construction_time
effect_desc = outposts_desc

can_construct_potential = {
building_outposts_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_3_cost

levy = poor_building_levy_tier_3
province_modifier = {
monthly_income = super_poor_building_tax_tier_3
defender_holding_advantage = normal_building_advantage_tier_3
stationed_skirmishers_damage_mult = low_maa_damage_tier_3
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3
stationed_skirmishers_screen_mult = normal_maa_screen_tier_3
stationed_archers_damage_mult = low_maa_damage_tier_3
stationed_archers_toughness_mult = normal_maa_toughness_tier_3
hostile_raid_time = 0.3
travel_danger = -3
}
county_modifier = {
monthly_county_control_change_add = 0.1
}
character_culture_modifier = {
parameter = outposts_building_bonuses
skirmishers_maintenance_mult = -0.03
archers_maintenance_mult = -0.03
skirmishers_recruitment_cost_mult = -0.03
archers_recruitment_cost_mult = -0.03
}
province_culture_modifier = {
parameter = outposts_building_bonuses
monthly_income = super_poor_building_tax_tier_3
levy_size = 0.03
}

next_building = outposts_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

outposts_04 = {
construction_time = quick_construction_time
effect_desc = outposts_desc

can_construct_potential = {
building_outposts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_4_cost

levy = poor_building_levy_tier_4
province_modifier = {
monthly_income = super_poor_building_tax_tier_4
defender_holding_advantage = normal_building_advantage_tier_4
stationed_skirmishers_damage_mult = low_maa_damage_tier_4
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4
stationed_skirmishers_screen_mult = normal_maa_screen_tier_4
stationed_archers_damage_mult = low_maa_damage_tier_4
stationed_archers_toughness_mult = normal_maa_toughness_tier_4
hostile_raid_time = 0.4
travel_danger = -4
}
county_modifier = {
monthly_county_control_change_add = 0.1
}
character_culture_modifier = {
parameter = outposts_building_bonuses
skirmishers_maintenance_mult = -0.04
archers_maintenance_mult = -0.04
skirmishers_recruitment_cost_mult = -0.04
archers_recruitment_cost_mult = -0.04
}
province_culture_modifier = {
parameter = outposts_building_bonuses
monthly_income = super_poor_building_tax_tier_4
levy_size = 0.04
}

next_building = outposts_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

outposts_05 = {
construction_time = quick_construction_time
effect_desc = outposts_desc

can_construct_potential = {
building_outposts_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_5_cost

levy = poor_building_levy_tier_5
province_modifier = {
monthly_income = super_poor_building_tax_tier_5
defender_holding_advantage = normal_building_advantage_tier_5
stationed_skirmishers_damage_mult = low_maa_damage_tier_5
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5
stationed_skirmishers_screen_mult = normal_maa_screen_tier_5
stationed_archers_damage_mult = low_maa_damage_tier_5
stationed_archers_toughness_mult = normal_maa_toughness_tier_5
hostile_raid_time = 0.5
travel_danger = -5
}
county_modifier = {
monthly_county_control_change_add = 0.1
garrison_size = 0.05
}
character_culture_modifier = {
parameter = outposts_building_bonuses
skirmishers_maintenance_mult = -0.05
archers_maintenance_mult = -0.05
skirmishers_recruitment_cost_mult = -0.05
archers_recruitment_cost_mult = -0.05
}
province_culture_modifier = {
parameter = outposts_building_bonuses
monthly_income = super_poor_building_tax_tier_5
levy_size = 0.05
}

next_building = outposts_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

outposts_06 = {
construction_time = quick_construction_time
effect_desc = outposts_desc

can_construct_potential = {
building_outposts_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_6_cost

levy = poor_building_levy_tier_6
province_modifier = {
monthly_income = super_poor_building_tax_tier_6
defender_holding_advantage = normal_building_advantage_tier_6
stationed_skirmishers_damage_mult = low_maa_damage_tier_6
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6
stationed_skirmishers_screen_mult = normal_maa_screen_tier_6
stationed_archers_damage_mult = low_maa_damage_tier_6
stationed_archers_toughness_mult = normal_maa_toughness_tier_6
hostile_raid_time = 0.6
travel_danger = -6
}
county_modifier = {
monthly_county_control_change_add = 0.1
garrison_size = 0.05
}
character_culture_modifier = {
parameter = outposts_building_bonuses
skirmishers_maintenance_mult = -0.06
archers_maintenance_mult = -0.06
skirmishers_recruitment_cost_mult = -0.06
archers_recruitment_cost_mult = -0.06
}
province_culture_modifier = {
parameter = outposts_building_bonuses
monthly_income = super_poor_building_tax_tier_6
levy_size = 0.06
}

next_building = outposts_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

outposts_07 = {
construction_time = quick_construction_time
effect_desc = outposts_desc

can_construct_potential = {
building_outposts_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_7_cost

levy = poor_building_levy_tier_7
province_modifier = {
monthly_income = super_poor_building_tax_tier_7
defender_holding_advantage = normal_building_advantage_tier_7
stationed_skirmishers_damage_mult = low_maa_damage_tier_7
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_7
stationed_skirmishers_screen_mult = normal_maa_screen_tier_7
stationed_archers_damage_mult = low_maa_damage_tier_7
stationed_archers_toughness_mult = normal_maa_toughness_tier_7
hostile_raid_time = 0.7
travel_danger = -7
}
county_modifier = {
monthly_county_control_change_add = 0.1
garrison_size = 0.05
}
character_culture_modifier = {
parameter = outposts_building_bonuses
skirmishers_maintenance_mult = -0.07
archers_maintenance_mult = -0.07
skirmishers_recruitment_cost_mult = -0.07
archers_recruitment_cost_mult = -0.07
}
province_culture_modifier = {
parameter = outposts_building_bonuses
monthly_income = super_poor_building_tax_tier_7
levy_size = 0.07
}

next_building = outposts_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

outposts_08 = {
construction_time = quick_construction_time
effect_desc = outposts_desc

can_construct_potential = {
building_outposts_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = cheap_building_tier_8_cost

levy = poor_building_levy_tier_8
province_modifier = {
monthly_income = super_poor_building_tax_tier_8
defender_holding_advantage = normal_building_advantage_tier_8
stationed_skirmishers_damage_mult = low_maa_damage_tier_8
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_8
stationed_skirmishers_screen_mult = normal_maa_screen_tier_8
stationed_archers_damage_mult = low_maa_damage_tier_8
stationed_archers_toughness_mult = normal_maa_toughness_tier_8
hostile_raid_time = 0.8
travel_danger = -8
}
county_modifier = {
monthly_county_control_change_factor = 0.15
monthly_county_control_change_add = 0.1
garrison_size = 0.05
}
character_culture_modifier = {
parameter = outposts_building_bonuses
skirmishers_maintenance_mult = -0.08
archers_maintenance_mult = -0.08
skirmishers_recruitment_cost_mult = -0.08
archers_recruitment_cost_mult = -0.08
}
province_culture_modifier = {
parameter = outposts_building_bonuses
monthly_income = super_poor_building_tax_tier_8
levy_size = 0.08
}

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### barracks

barracks_01 = {
construction_time = standard_construction_time
effect_desc = tournament_cost_effect_desc

can_construct_potential = {
building_barracks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
#higher innovation req?
}
cost_gold = normal_building_tier_1_cost

levy = normal_building_levy_tier_1

province_modifier = {
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1
stationed_pikemen_damage_mult = high_maa_damage_tier_1
travel_danger = -1
}
character_culture_modifier = {
parameter = building_barracks_piety_bonuses
monthly_piety = 0.1
}

next_building = barracks_02

type_icon = "icon_building_barracks.dds"

ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
ai_anti_synergy_cavalry_modifier = yes
ai_anti_synergy_light_infantry_modifier = yes
ai_heavy_infantry_modifier = yes
ai_pikemen_modifier = yes
modifier = {
add = non_stationed_maa_bonus
has_stationed_regiment = yes
NOR = {
has_stationed_regiment_of_base_type = pikemen
has_stationed_regiment_of_base_type = heavy_infantry
}
}
modifier = {
add = -9
has_building_or_higher = city_01
}
modifier = {
add = -10
scope:holder = {
has_government = theocracy_government
highest_held_title_tier <= tier_barony
}
}
}
}

barracks_02 = {
construction_time = standard_construction_time
effect_desc = tournament_cost_effect_desc

can_construct_potential = {
building_barracks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_2_cost

levy = normal_building_levy_tier_2

province_modifier = {
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
stationed_pikemen_damage_mult = high_maa_damage_tier_2
travel_danger = -2
}
character_culture_modifier = {
parameter = building_barracks_piety_bonuses
monthly_piety = 0.2
}

next_building = barracks_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

barracks_03 = {
construction_time = standard_construction_time
effect_desc = tournament_cost_effect_desc

can_construct_potential = {
building_barracks_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_3_cost

levy = normal_building_levy_tier_3

province_modifier = {
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_3
stationed_pikemen_damage_mult = high_maa_damage_tier_3
stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_1
stationed_pikemen_toughness_mult = high_maa_toughness_tier_1
travel_danger = -3
}
character_culture_modifier = {
parameter = building_barracks_piety_bonuses
monthly_piety = 0.3
}

next_building = barracks_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

barracks_04 = {
construction_time = standard_construction_time
effect_desc = tournament_cost_effect_desc

can_construct_potential = {
building_barracks_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_4_cost

levy = normal_building_levy_tier_4

county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_1
}
province_modifier = {
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_4
stationed_pikemen_damage_mult = high_maa_damage_tier_4
stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_2
stationed_pikemen_toughness_mult = high_maa_toughness_tier_2
travel_danger = -4
}
character_culture_modifier = {
parameter = building_barracks_piety_bonuses
monthly_piety = 0.4
}

next_building = barracks_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

barracks_05 = {
construction_time = standard_construction_time
effect_desc = tournament_cost_effect_desc

can_construct_potential = {
building_barracks_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_5_cost

levy = normal_building_levy_tier_5

county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_2
levy_size = 0.01
garrison_size = 0.01
}
province_modifier = {
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_5
stationed_pikemen_damage_mult = high_maa_damage_tier_5
stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_3
stationed_pikemen_toughness_mult = high_maa_toughness_tier_3
travel_danger = -5
}
character_culture_modifier = {
parameter = building_barracks_piety_bonuses
monthly_piety = 0.5
}

next_building = barracks_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

barracks_06 = {
construction_time = standard_construction_time
effect_desc = tournament_cost_effect_desc

can_construct_potential = {
building_barracks_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_6_cost

levy = normal_building_levy_tier_6

county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_3
levy_size = 0.02
garrison_size = 0.02
}
province_modifier = {
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_6
stationed_pikemen_damage_mult = high_maa_damage_tier_6
stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_4
stationed_pikemen_toughness_mult = high_maa_toughness_tier_4
travel_danger = -6
}
character_culture_modifier = {
parameter = building_barracks_piety_bonuses
monthly_piety = 0.6
}

next_building = barracks_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

barracks_07 = {
construction_time = standard_construction_time
effect_desc = tournament_cost_effect_desc

can_construct_potential = {
building_barracks_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost

levy = normal_building_levy_tier_7

county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_4
levy_size = 0.03
garrison_size = 0.03
}
province_modifier = {
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_7
stationed_pikemen_damage_mult = high_maa_damage_tier_7
stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_5
stationed_pikemen_toughness_mult = high_maa_toughness_tier_5
travel_danger = -7
}
character_culture_modifier = {
parameter = building_barracks_piety_bonuses
monthly_piety = 0.7
}

next_building = barracks_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

barracks_08 = {
construction_time = standard_construction_time
effect_desc = tournament_cost_effect_desc

can_construct_potential = {
building_barracks_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_8_cost

levy = normal_building_levy_tier_8

county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_5
levy_size = 0.04
garrison_size = 0.04
}
province_modifier = {
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_8
stationed_pikemen_damage_mult = high_maa_damage_tier_8
stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_6
stationed_pikemen_toughness_mult = high_maa_toughness_tier_6
travel_danger = -8
}
character_culture_modifier = {
parameter = building_barracks_piety_bonuses
monthly_piety = 0.8
}

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### camel_farms

camel_farms_01 = {
construction_time = standard_construction_time

can_construct_potential = {
building_camel_farms_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_1_cost

levy = small_building_levy_tier_1
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1
}

province_modifier = {
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_1
stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1
stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_1
monthly_income = super_poor_building_tax_tier_1
}

next_building = camel_farms_02

type_icon = "icon_building_camel_farms.dds"

ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
ai_stacking_bonus_stables_modifier = yes
ai_stacking_bonus_horse_pastures_modifier = yes
ai_stacking_bonus_hillside_grazing_modifier = yes
modifier = {
factor = 0
building_regimental_grounds_requirement_terrain = yes
NOT = {
has_building_or_higher = regimental_grounds_01
}
}
modifier = { # It now has a small economic component; build it last
add = -3
has_building_or_higher = city_01
}
modifier = {
add = -10
scope:holder = {
OR = {
AND = {
government_has_flag = government_is_theocracy
highest_held_title_tier <= tier_barony
}
is_theocratic_lessee = yes
}
}
}
}
}

camel_farms_02 = {
construction_time = standard_construction_time

can_construct_potential = {
building_camel_farms_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_2_cost

levy = small_building_levy_tier_2
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2
}

province_modifier = {
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_2
stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2
stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_2
monthly_income = super_poor_building_tax_tier_2
}

county_modifier = {
supply_limit = 200
}

next_building = camel_farms_03
ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

camel_farms_03 = {
construction_time = standard_construction_time

can_construct_potential = {
building_camel_farms_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_3_cost

levy = small_building_levy_tier_3
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3
}

province_modifier = {
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_3
stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_1
stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_1
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3
stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_3
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1
stationed_light_cavalry_screen_mult = low_maa_screen_tier_1
monthly_income = super_poor_building_tax_tier_3
}

county_modifier = {
supply_limit = 200
}

next_building = camel_farms_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}
camel_farms_04 = {
construction_time = standard_construction_time
effect_desc = camel_farms_effect_desc

can_construct_potential = {
building_camel_farms_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_4_cost

levy = small_building_levy_tier_4
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4
}

province_modifier = {
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_4
stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_2
stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_2
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4
stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_4
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_2
stationed_light_cavalry_screen_mult = low_maa_screen_tier_2
monthly_income = super_poor_building_tax_tier_4
}

county_modifier = {
supply_limit = 200
}

next_building = camel_farms_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

camel_farms_05 = {
construction_time = standard_construction_time
effect_desc = camel_farms_effect_desc

can_construct_potential = {
building_camel_farms_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_5_cost

levy = small_building_levy_tier_5
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5
}

province_modifier = {
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_5
stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_5
stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_3
stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_3
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5
stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_5
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_3
stationed_light_cavalry_screen_mult = low_maa_screen_tier_3
monthly_income = super_poor_building_tax_tier_5
}

county_modifier = {
supply_limit = 200
}

next_building = camel_farms_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

camel_farms_06 = {
construction_time = standard_construction_time
effect_desc = camel_farms_effect_desc

can_construct_potential = {
building_camel_farms_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost

levy = small_building_levy_tier_6
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6
}

province_modifier = {
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_6
stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_6
stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_4
stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_4
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6
stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_6
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_4
stationed_light_cavalry_screen_mult = low_maa_screen_tier_4
monthly_income = super_poor_building_tax_tier_6
hostile_raid_time = 0.2
}

county_modifier = {
supply_limit = 200
}

next_building = camel_farms_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

camel_farms_07 = {
construction_time = standard_construction_time
effect_desc = camel_farms_effect_desc

can_construct_potential = {
building_camel_farms_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_7_cost

levy = small_building_levy_tier_7
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7
}
province_modifier = {
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_7
stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_7
stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_5
stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_5
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7
stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_7
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_5
stationed_light_cavalry_screen_mult = low_maa_screen_tier_5
monthly_income = super_poor_building_tax_tier_7
hostile_raid_time = 0.2
}

county_modifier = {
supply_limit = 200
}

next_building = camel_farms_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

camel_farms_08 = {
construction_time = standard_construction_time
effect_desc = camel_farms_effect_desc

can_construct_potential = {
building_camel_farms_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_8_cost

levy = small_building_levy_tier_8
character_modifier = {
knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8
}

province_modifier = {
stationed_camel_cavalry_damage_mult = high_maa_damage_tier_8
stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_8
stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_6
stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_6
stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8
stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_8
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_6
stationed_light_cavalry_screen_mult = low_maa_screen_tier_6
monthly_income = super_poor_building_tax_tier_8
hostile_raid_time = 0.2
}

county_modifier = {
supply_limit = 200
}

type_icon = "icon_building_camel_farms.dds"

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

### stables

stables_01 = {
construction_time = quick_construction_time
effect_desc = stables_effect_desc

can_construct_potential = {
building_stables_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_1_cost

levy = normal_building_levy_tier_1

character_modifier = {
movement_speed = normal_movement_speed_tier_1
character_travel_speed_mult = normal_movement_speed_tier_1
}

province_modifier = {
stationed_light_cavalry_damage_mult = high_maa_damage_tier_1
stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_1
stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
}

next_building = stables_02

type_icon = "icon_building_stables.dds"

ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
ai_stacking_bonus_camel_farms_modifier = yes
ai_stacking_bonus_horse_pastures_modifier = yes
ai_stacking_bonus_hillside_grazing_modifier = yes
ai_anti_synergy_armored_infantry_modifier = yes
ai_anti_synergy_light_infantry_modifier = yes
ai_light_cavalry_modifier = yes
ai_heavy_cavalry_modifier = yes
ai_compensate_light_cavalry_modifier = yes # Specifically for buildings
that boosts HC and LC
ai_compensate_heavy_cavalry_modifier = yes # Specifically for buildings
that boosts HC and LC
modifier = {
add = non_stationed_maa_bonus
has_stationed_regiment = yes
NOR = {
has_stationed_regiment_of_base_type = light_cavalry
has_stationed_regiment_of_base_type = heavy_cavalry
}
}
modifier = {
factor = 0
building_regimental_grounds_requirement_terrain = yes
NOT = {
has_building_or_higher = regimental_grounds_01
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
building_hillside_grazing_requirement_terrain = yes
NOT = {
has_building_or_higher = hillside_grazing_01
}
}
modifier = {
factor = 0
building_warrior_lodges_requirement_terrain = yes
NOT = {
has_building_or_higher = warrior_lodges_01
}
}
modifier = {
add = -9
has_building_or_higher = city_01
}
modifier = {
add = -3
OR = {
exists = barony.lessee
scope:holder = {
highest_held_title_tier <= tier_barony
}
}
}
modifier = {
add = -10
scope:holder = {
OR = {
AND = {
government_has_flag = government_is_theocracy
highest_held_title_tier <= tier_barony
}
is_theocratic_lessee = yes
}
}
}
}
}

stables_02 = {
construction_time = quick_construction_time
effect_desc = stables_effect_desc

can_construct_potential = {
building_stables_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_2_cost

levy = normal_building_levy_tier_2

character_modifier = {
movement_speed = normal_movement_speed_tier_2
character_travel_speed_mult = normal_movement_speed_tier_2
}

province_modifier = {
stationed_light_cavalry_damage_mult = high_maa_damage_tier_2
stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_2
stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
}

next_building = stables_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

stables_03 = {
construction_time = quick_construction_time
effect_desc = stables_effect_desc

can_construct_potential = {
building_stables_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_3_cost

levy = normal_building_levy_tier_3

character_modifier = {
movement_speed = normal_movement_speed_tier_3
character_travel_speed_mult = normal_movement_speed_tier_3
}

province_modifier = {
stationed_light_cavalry_damage_mult = high_maa_damage_tier_3
stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_3
stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_1
stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_1
}

next_building = stables_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

stables_04 = {
construction_time = quick_construction_time
effect_desc = stables_effect_desc

can_construct_potential = {
building_stables_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_4_cost

levy = normal_building_levy_tier_4

character_modifier = {
movement_speed = normal_movement_speed_tier_4
character_travel_speed_mult = normal_movement_speed_tier_4
}

province_modifier = {
stationed_light_cavalry_damage_mult = high_maa_damage_tier_4
stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_4
stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_2
stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_2
}

next_building = stables_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

stables_05 = {
construction_time = quick_construction_time
effect_desc = stables_effect_desc

can_construct_potential = {
building_stables_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_5_cost

levy = normal_building_levy_tier_5

character_modifier = {
movement_speed = normal_movement_speed_tier_5
character_travel_speed_mult = normal_movement_speed_tier_5
}

province_modifier = {
stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_3
stationed_light_cavalry_damage_mult = high_maa_damage_tier_5
stationed_light_cavalry_screen_mult = normal_maa_screen_tier_1
stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_5
stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_3
stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_5
stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_1
stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
}

next_building = stables_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

stables_06 = {
construction_time = quick_construction_time
effect_desc = stables_effect_desc

can_construct_potential = {
building_stables_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_6_cost

levy = normal_building_levy_tier_6

character_modifier = {
movement_speed = normal_movement_speed_tier_6
character_travel_speed_mult = normal_movement_speed_tier_6
}

province_modifier = {
stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_4
stationed_light_cavalry_damage_mult = high_maa_damage_tier_6
stationed_light_cavalry_screen_mult = normal_maa_screen_tier_2
stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_6
stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_4
stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_6
stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_2
stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
}
next_building = stables_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

stables_07 = {
construction_time = quick_construction_time
effect_desc = stables_effect_desc

can_construct_potential = {
building_stables_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_7_cost

levy = normal_building_levy_tier_7

character_modifier = {
movement_speed = normal_movement_speed_tier_7
character_travel_speed_mult = normal_movement_speed_tier_7
}

province_modifier = {
stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_5
stationed_light_cavalry_damage_mult = high_maa_damage_tier_7
stationed_light_cavalry_screen_mult = normal_maa_screen_tier_3
stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_7
stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_5
stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_7
stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_3
stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
}

next_building = stables_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

stables_08 = {
construction_time = quick_construction_time
effect_desc = stables_effect_desc
can_construct_potential = {
building_stables_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_8_cost

levy = normal_building_levy_tier_8

character_modifier = {
movement_speed = normal_movement_speed_tier_8
character_travel_speed_mult = normal_movement_speed_tier_8
}

province_modifier = {
stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_6
stationed_light_cavalry_damage_mult = high_maa_damage_tier_8
stationed_light_cavalry_screen_mult = normal_maa_screen_tier_4
stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_8
stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_6
stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_8
stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_4
stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
}

ai_value = {
base = 3
ai_general_building_modifier = yes

}
}

### smiths

smiths_01 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_duel_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_smiths_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_1_cost

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_1
tax_mult = low_building_tax_mult_tier_1
}
county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_1
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_1
}

next_building = smiths_02

type_icon = "icon_building_smiths.dds"

ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
ai_stacking_bonus_warrior_lodges_modifier = yes
ai_stacking_bonus_wind_furnaces_modifier = yes
ai_anti_synergy_cavalry_modifier = yes
ai_anti_synergy_light_infantry_modifier = yes
ai_heavy_infantry_modifier = yes
ai_pikemen_modifier = yes
modifier = {
add = non_stationed_maa_bonus
has_stationed_regiment = yes
NOR = {
has_stationed_regiment_of_base_type = pikemen
has_stationed_regiment_of_base_type = heavy_infantry
}
}
modifier = {
factor = 0
building_regimental_grounds_requirement_terrain = yes
NOT = {
has_building_or_higher = regimental_grounds_01
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
building_horse_pastures_requirement_terrain = yes
NOT = {
has_building_or_higher = horse_pastures_01
}
}
modifier = {
factor = 0
building_hillside_grazing_requirement_terrain = yes
NOT = {
has_building_or_higher = hillside_grazing_01
}
}
modifier = {
factor = 0
building_warrior_lodges_requirement_terrain = yes
NOT = {
has_building_or_higher = warrior_lodges_01
}
}
modifier = {
add = -9
has_building_or_higher = city_01
}
modifier = {
add = -3
OR = {
exists = barony.lessee
scope:holder = {
highest_held_title_tier <= tier_barony
}
}
}
modifier = {
add = -10
scope:holder = {
OR = {
AND = {
government_has_flag = government_is_theocracy
highest_held_title_tier <= tier_barony
}
is_theocratic_lessee = yes
}
}
}
}
}

smiths_02 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_duel_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_smiths_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_2_cost

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_2
tax_mult = low_building_tax_mult_tier_2
}
county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_2
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_2
}

next_building = smiths_03

ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0 years_from_game_start > 0.01
}
}
}

smiths_03 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_duel_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_smiths_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_3
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
tax_mult = low_building_tax_mult_tier_3
}
county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_3
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_3
}

next_building = smiths_04

ai_value = {
base = 8
ai_general_building_modifier = yes
}
}

smiths_04 = {
construction_time = quick_construction_time
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_duel_cost_discount_effect_toto_desc
}
}
can_construct_potential = {
building_smiths_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_burhs
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_4_cost

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_4
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
tax_mult = low_building_tax_mult_tier_4
}
county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_4
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_4
}
next_building = smiths_05

ai_value = {
base = 7
ai_general_building_modifier = yes
}
}

smiths_05 = {
construction_time = quick_construction_time
effect_desc = smiths_effect_desc

can_construct_potential = {
building_smiths_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_5_cost

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_5
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
tax_mult = low_building_tax_mult_tier_5
}
county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_5
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_5
}

next_building = smiths_06

ai_value = {
base = 6
ai_general_building_modifier = yes
}
}

smiths_06 = {
construction_time = quick_construction_time
effect_desc = smiths_effect_desc

can_construct_potential = {
building_smiths_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_6_cost

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_6
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
tax_mult = low_building_tax_mult_tier_6
}
county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_6
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_6
}

next_building = smiths_07

ai_value = {
base = 5
ai_general_building_modifier = yes
}
}

smiths_07 = {
construction_time = quick_construction_time
effect_desc = smiths_effect_desc

can_construct_potential = {
building_smiths_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_7_cost

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_7
stationed_maa_toughness_mult = normal_maa_toughness_tier_5
tax_mult = low_building_tax_mult_tier_7
}
county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_7
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_7
}

next_building = smiths_08

ai_value = {
base = 4
ai_general_building_modifier = yes
}
}

smiths_08 = {
construction_time = quick_construction_time
effect_desc = smiths_effect_desc

can_construct_potential = {
building_smiths_requirement_terrain = yes
}

can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}

can_construct_showing_failures_only = {
building_requirement_tribal = no
}

cost_gold = normal_building_tier_8_cost

province_modifier = {
stationed_maa_damage_mult = normal_maa_damage_tier_8
stationed_maa_toughness_mult = normal_maa_toughness_tier_6
tax_mult = low_building_tax_mult_tier_8
}
county_modifier = {
levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_8
}
character_modifier = {
knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_8
}

ai_value = {
base = 3
ai_general_building_modifier = yes
}
}

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