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###########

## Generic Holy Site Buildings


###########

holy_site_cathedral_01 = {

asset = {
type = pdxmesh
name = "building_special_cathedral_generic_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_cologne_cathedral.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
holy_order_hire_cost_mult = -0.15
clergy_opinion = 5
monthly_county_control_change_factor = 0.05
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}
province_modifier = {
monthly_income = 2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

holy_site_mosque_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_cathedral_muslim.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
domain_tax_different_faith_mult = 0.15
levy_reinforcement_rate_same_faith = 0.15
monthly_county_control_change_factor = 0.05
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}

province_modifier = {
monthly_income = 2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

holy_site_pagan_grand_temple_01 = {

asset = {
type = pdxmesh
name = "building_special_cathedral_pagan_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_cathedral_pagan.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
knight_effectiveness_mult = 0.15
levy_reinforcement_rate = 0.1
monthly_county_control_change_factor = 0.05
}

county_modifier = {
tax_mult = 0.1
levy_size = 0.1
development_growth_factor = 0.2
development_growth = 0.1
}

levy = 500
province_modifier = {
monthly_income = 1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

holy_site_indian_grand_temple_01 = {

asset = {
type = pdxmesh
name = "building_special_brihadeeswarar_temple_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_cathedral_indian.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
different_faith_opinion = 5
different_faith_county_opinion_mult = -0.15
monthly_county_control_change_factor = 0.05
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}

province_modifier = {
monthly_income = 2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

holy_site_other_grand_temple_01 = {
asset = {
type = pdxmesh
name = "building_special_cathedral_generic_mesh"
}
construction_time = very_slow_construction_time

type_icon = "icon_structure_cathedral_zoroastric.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.025
short_reign_duration_mult = -0.1
monthly_county_control_change_factor = 0.05
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}

province_modifier = {
monthly_income = 2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

# NOTE: the custom loc key GetSpecialBuildingNameFromProvince in


00_building_custom_localization.txt pulls from this database. If a new special
building is added here, please update the custom loc key!

##########
# Mahabodhi Temple
##########

holy_site_mahabodhi_temple_01 = {

construction_time = very_slow_construction_time

type_icon = "icon_structure_mahabodhi_temple.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
OR = {
barony = {
is_holy_site_of = scope:holder.faith
}
scope:holder = {
religion = religion:raktasadhus_religion
}
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
religious_vassal_opinion = 10
different_faith_county_opinion_mult = -0.2
}

county_modifier = {
development_growth_factor = 0.3
development_growth = 0.2
}

province_modifier = {
monthly_income = 3
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Imam Ali Mosque
##########

holy_site_imam_ali_mosque_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_imam_ali_mosque.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
OR = {
barony = {
is_holy_site_of = scope:holder.faith
}
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.1
monthly_county_control_change_factor = 0.1
same_faith_opinion = 5
}

county_modifier = {
development_growth_factor = 0.1
development_growth = 0.1
}

province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Great Mosque of Mecca
##########

holy_site_great_mosque_of_mecca_01 = {

asset = {
type = pdxmesh
name = "building_special_great_mosque_of_mecca_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_great_mosque_of_mecca.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
OR = {
barony = {
is_holy_site_of = scope:holder.faith
}
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
same_faith_opinion = 5
}

county_modifier = {
development_growth_factor = 0.35
development_growth = 0.3
}
province_modifier = {
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Great Mosque of Cordoba
##########

holy_site_great_mosque_of_cordoba_01 = {

asset = {
type = pdxmesh
name = "monument_mezquita_de_cordoba_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_great_mosque_of_cordoba.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

is_enabled = {
custom_description = {
text = holy_site_muslim_christian_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

cost_gold = 1000
character_modifier = {
different_culture_opinion = 5
character_capital_county_monthly_development_growth_add = 0.2
monthly_piety = 0.5
monthly_dynasty_prestige_mult = 0.05
}

county_modifier = {
levy_size = 0.15
development_growth_factor = 0.2
development_growth = 0.2
}

province_modifier = {
monthly_income = 3
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Great Mosque of Djenne
##########

holy_site_great_mosque_of_djenne_01 = {

asset = {
type = pdxmesh
name = "building_special_great_mosque_of_djenne_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_great_mosque_of_cordoba.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}

is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
build_gold_cost = -0.15
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
}

county_modifier = {
tax_mult = 0.15
levy_size = 0.15
development_growth_factor = 0.2
development_growth = 0.2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Great Mosque of Samarra
##########

holy_site_great_mosque_of_samarra_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_samarra.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}

is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
build_gold_cost = -0.1
build_speed = -0.1
monthly_piety = 0.3
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Cologne Cathedral
##########

holy_site_cologne_cathedral_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_cologne_cathedral.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

show_disabled = yes
cost_gold = 1000

character_modifier = {
monthly_piety_gain_mult = 0.15
monthly_dynasty_prestige_mult = 0.05
monthly_piety_gain_per_knight_add = 0.1
knight_effectiveness_mult = 0.1
monthly_county_control_change_factor = 0.05
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}

province_modifier = {
monthly_income = 2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Canterbury Cathedral
##########

holy_site_canterbury_cathedral_01 = {
construction_time = very_slow_construction_time

asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_01_mesh"
}

type_icon = "icon_structure_canterbury_cathedral.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_change_factor = 0.05
monthly_piety_gain_per_happy_powerful_vassal_add = 0.2
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}

province_modifier = {
monthly_income = 1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}
type = special

flag = travel_point_of_interest_religious
}

holy_site_canterbury_cathedral_02 = {
construction_time = very_slow_construction_time

asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_02_mesh"
}

type_icon = "icon_structure_canterbury_cathedral.dds"

can_construct_potential = {
# building_requirement_tribal = no
always = no
}

can_construct = {
OR = {
scope:holder = {
religion = religion:christianity_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:christianity_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

show_disabled = yes
cost_gold = 1000

character_modifier = {
monthly_piety = 0.5
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_change_factor = 0.1
monthly_piety_gain_per_happy_powerful_vassal_add = 0.2
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}

province_modifier = {
#monthly_income = 5
}

next_building = holy_site_canterbury_cathedral_03

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special
}

holy_site_canterbury_cathedral_03 = {
construction_time = very_slow_construction_time

asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_03_mesh"
}

type_icon = "icon_structure_canterbury_cathedral.dds"

can_construct_potential = {
# building_requirement_tribal = no
always = no
}

can_construct = {
OR = {
scope:holder = {
religion = religion:christianity_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:christianity_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
monthly_piety = 1
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_change_factor = 0.25
monthly_piety_gain_per_happy_powerful_vassal_add = 0.3
}

county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.30
development_growth = 0.3
county_opinion_add = 5
}

province_modifier = {
#monthly_income = 6
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special
}
##########
# Prophetic Mosque
##########

holy_site_prophetic_mosque_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_cathedral_muslim.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}

is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
monthly_piety = 0.5
county_opinion_add = 5
holy_order_hire_cost_mult = -0.15
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.75
development_growth = 0.2
supply_limit_mult = 1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Doge's Palace
##########

doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly


here to make Venice awesome, so...
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc

type_icon = "icon_structure_doges_palace.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

is_enabled = {
# scope:holder = {
# has_government = republic_government
# }
}

cost_gold = 1000

county_modifier = {
development_growth_factor = 0.3
development_growth = 0.3
tax_mult = 0.5
hostile_raid_time = 0.5
}

province_modifier = {
garrison_size = 1
fort_level = 3
levy_size = 1
defender_holding_advantage = 10
travel_danger = -20
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_stewardship
}

##########
# Walls of Genoa
##########

walls_of_genoa_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_walls_of_genoa.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 1000

county_modifier = {
defender_holding_advantage = 5
development_growth_factor = 0.1
development_growth = 0.2
tax_mult = 0.1
hostile_raid_time = 0.5
}

province_modifier = {
garrison_size = 0.25
fort_level = 2
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Visby Ringmur
##########

visby_ringmur_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_visby_ringmur.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}

cost_gold = 500

county_modifier = {
defender_holding_advantage = 5
development_growth_factor = 0.15
development_growth = 0.2
tax_mult = 0.15
county_opinion_add = 5
hostile_raid_time = 0.5
travel_danger = -20
}

province_modifier = {
garrison_size = 0.25
fort_level = 1
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Walls of Benin
##########

walls_of_benin_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_walls_of_benin.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 1000
county_modifier = {
levy_size = 0.5
defender_holding_advantage = 5
development_growth_factor = 0.75
development_growth = 0.2
tax_mult = 0.2
hostile_raid_time = 0.5
}

province_modifier = {
garrison_size = 0.5
fort_level = 2
travel_danger = -20
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Theodosian Walls
##########

theodosian_walls_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_theodosian_walls.dds"

can_construct_potential = {
barony = title:b_constantinople
# building_requirement_tribal = no
}

cost_gold = 3000

max_garrison = 1000
duchy_capital_county_modifier = {
levy_size = 0.15
tax_mult = 0.15
}
province_modifier = {
fort_level = 5
garrison_size = 1
travel_danger = -20
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.2
levy_size = 3
tax_mult = 3
hostile_raid_time = 0.5
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = duchy_capital
}

##########
# Aurelian Walls
##########

aurelian_walls_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_aurelian_walls.dds"

can_construct_potential = {
barony = title:b_roma
# building_requirement_tribal = no
}

cost_gold = 3000

max_garrison = 500

duchy_capital_county_modifier = {
levy_size = 0.15
tax_mult = 0.15
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.1
hostile_raid_time = 0.5
}
province_modifier = {
fort_level = 3
garrison_size = 0.5
travel_danger = -20
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = duchy_capital
}

##########
# The Colosseum
##########

the_colosseum_01 = {

asset = {
type = pdxmesh
name = "building_special_colosseum_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_colosseum.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

character_modifier = {
army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum
building itself
}

province_modifier = {
build_speed = -0.1 # 'Stealing' the metal from the colosseum building
itself
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Iron Pillar of Delhi
##########

iron_pillar_of_delhi_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_iron_pillar_of_delhi.dds"
can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

character_modifier = {
monthly_prestige_gain_mult = 0.05
army_maintenance_mult = -0.05
heavy_infantry_toughness_mult = 0.1
heavy_cavalry_toughness_mult = 0.1
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_wonder
}

##########
# Iron Pillar of Dhar
##########

iron_pillar_of_dhar_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_iron_pillar_of_dhar.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 2000

character_modifier = {
advantage = 5
monthly_dynasty_prestige_mult = 0.05
}

county_modifier = {
development_growth = 0.1
levy_size = 0.15
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_stewardship
}

##########
# The Pyramids
##########

the_pyramids_01 = {

asset = {
type = pdxmesh
name = "building_special_pyramids_giza_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_the_pyramids.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

character_modifier = {
monthly_dynasty_prestige_mult = 0.05
short_reign_duration_mult = -0.2
}
county_modifier = {
development_growth = 0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_wonder
}

##########
# Stonehenge
##########

stonehenge_01 = {

asset = {
type = pdxmesh
name = "building_special_stonehenge_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_stonehenge.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

character_modifier = {
learning = 2
monthly_learning_lifestyle_xp_gain_mult = 0.15
faith_conversion_piety_cost_mult = -0.2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Offa's Dyke
##########

offas_dyke_01 = { # For Matt Frary

construction_time = very_slow_construction_time

type_icon = "icon_building_palisades.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial_minor
}

##########
# Hadrian's Wall
##########

hadrians_wall_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_hadrians_wall.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

province_modifier = {
build_gold_cost = -0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial_minor
}

##########
# Petra
##########

petra_01 = {
asset = {
type = pdxmesh
name = "building_special_petra_mesh"
}

construction_time = very_slow_construction_time
type_icon = "icon_structure_petra.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

county_modifier = {
tax_mult = 0.1
supply_limit_mult = 0.25
development_growth = 0.1
development_growth_factor = 0.15
}

province_modifier = {
monthly_income = good_building_tax_tier_2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_stewardship
}

##########
# Buddhas of Bamian
##########

buddhas_of_bamian_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_buddhas_of_bamiyan.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_kueijin }
religion = religion:wutian_religion
religion = religion:demon_hunters_religion
religion = religion:stargazer_religion
religion = religion:shinma_religion
religion = religion:mu_religion
religion = religion:raktasadhus_religion
}
}
}
}

cost_gold = 3000

character_modifier = {
monthly_piety_gain_mult = 0.1
diplomacy_per_piety_level = 1
}
county_modifier = {
tax_mult = 0.1
development_growth = 0.2
development_growth_factor = 0.75
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Alhambra
##########

alhambra_01 = {

asset = {
type = pdxmesh
name = "fp2_building_special_alhambra_01_mesh"
}

construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc

type_icon = "icon_structure_alhambra.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

max_garrison = good_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -10
}

next_building = alhambra_02

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

alhambra_02 = {

asset = {
type = pdxmesh
name = "fp2_building_special_alhambra_01_mesh"
}

construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc

type_icon = "icon_structure_alhambra.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}

cost_gold = 2000

character_modifier = {
monthly_prestige_gain_mult = 0.10
}
max_garrison = good_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_3
monthly_income = 2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.25
monthly_county_control_change_add = 1
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Citadel of Aleppo
##########

citadel_of_aleppo_01 = {
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc

type_icon = "icon_structure_the_citadel_of_aleppo.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

character_modifier = {
monthly_prestige = 0.1
}

max_garrison = good_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -10
}

next_building = citadel_of_aleppo_02

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special
flag = travel_point_of_interest_martial
}

citadel_of_aleppo_02 = {
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc

type_icon = "icon_structure_the_citadel_of_aleppo.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}

cost_gold = 2000

character_modifier = {
monthly_prestige = 0.3
prowess_per_piety_level = 2
}
max_garrison = good_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_3
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.15
}

ai_value = {
base = 8
culture_likely_to_fortify_modifier = yes
}

type = special

flag = travel_point_of_interest_martial
}

##########
# House of Wisdom
##########

house_of_wisdom_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_grand_library_of_baghdad.dds"
can_construct_potential = {
# building_requirement_tribal = no
}

cost_gold = 3000

character_modifier = {
monthly_lifestyle_xp_gain_mult = 0.15
different_culture_opinion = 10
cultural_head_fascination_mult = 0.15
faith_creation_piety_cost_mult = -0.2
}
county_modifier = {
tax_mult = 0.2
development_growth = 0.2
development_growth_factor = 0.2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_learning
}

##########
# The Tower of London
##########

the_tower_of_london_01 = {

asset = {
type = pdxmesh
name = "building_special_tower_of_london_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_tower_of_london.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}

cost_gold = 1000
character_modifier = {
dread_gain_mult = 0.3
}
max_garrison = good_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_3
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.1
tax_mult = 0.05
}

ai_value = {
base = 8
culture_likely_to_fortify_modifier = yes
modifier = {
factor = 5
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_castle
}
}
}
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Notre Dame
##########

notre_dame_01 = {

asset = {
type = pdxmesh
name = "building_special_notre_dame_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_notre_dame.dds"

can_construct_potential = {
# building_requirement_tribal = no
}
can_construct = {
scope:holder = {
faith = {
is_POD_christian_religion_trigger = yes
}
culture = {
has_innovation = innovation_windmills
}
}
}

is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
monthly_piety = 1
stewardship_per_piety_level = 1
monthly_dynasty_prestige_mult = 0.05
}
county_modifier = {
county_opinion_add = 5
tax_mult = 0.2
development_growth_factor = 0.3
development_growth = 0.2
}

province_modifier = {
monthly_income = 2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Brihadeeswarar Temple
##########
brihadeeswarar_temple_01 = {

asset = {
type = pdxmesh
name = "building_special_brihadeeswarar_temple_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_brihadeeswarar_temple.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
scope:holder = {
culture = {
has_innovation = innovation_manorialism
}
}
}

is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_kueijin }
religion = religion:wutian_religion
religion = religion:demon_hunters_religion
religion = religion:stargazer_religion
religion = religion:shinma_religion
religion = religion:mu_religion
religion = religion:raktasadhus_religion
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
same_faith_opinion = 5
stewardship_per_piety_level = 1
}

county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Shwedagon Pagoda
##########

shwedagon_pagoda_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_shwedagon_pagoda.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
}

is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_kueijin }
religion = religion:wutian_religion
religion = religion:demon_hunters_religion
religion = religion:stargazer_religion
religion = religion:shinma_religion
religion = religion:mu_religion
religion = religion:raktasadhus_religion
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
monthly_piety = 0.5
clergy_opinion = 5
tyranny_gain_mult = -0.1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Ananda Temple
##########

ananda_temple_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_shwedagon_pagoda.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
}

is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_kueijin }
religion = religion:wutian_religion
religion = religion:demon_hunters_religion
religion = religion:stargazer_religion
religion = religion:shinma_religion
religion = religion:mu_religion
religion = religion:raktasadhus_religion
}
}
}
}

show_disabled = yes

cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.05
county_opinion_add = 5
monthly_county_control_change_factor = 0.1
}
province_modifier = {
monthly_income = 3
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# The Friday Mosque
##########

the_friday_mosque_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_the_friday_mosque.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
}

is_enabled = {
custom_description = {
text = holy_site_muslim_or_zoroastrian_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
scope:holder = {
religion = religion:zoroastrianism_religion
}
scope:holder = {
religion = religion:roadofzarathustra_religion
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.25
development_growth = 0.2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Khajuraho
##########

khajuraho_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_khajuraho_temples.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
}

is_enabled = {
custom_description = {
text = buddhas_of_bamian_trigger
scope:holder = {
OR = {
religion = { is_in_family = rf_eastern }
religion = { is_in_family = rf_kueijin }
religion = religion:wutian_religion
religion = religion:demon_hunters_religion
religion = religion:stargazer_religion
religion = religion:shinma_religion
religion = religion:mu_religion
religion = religion:raktasadhus_religion
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
different_faith_opinion = 10
faith_conversion_piety_cost_mult = -0.2
monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05
}
province_modifier = {
monthly_income = 1.5
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Palace of Aachen
##########

palace_of_aachen_01 = {

asset = {
type = pdxmesh
name = "building_special_palace_of_aachen_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_palace_of_achen.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
powerful_vassal_opinion = 5
clergy_opinion = 5
monthly_prestige_gain_per_happy_powerful_vassal_add = 0.1
tyranny_gain_mult = -0.2
monthly_dynasty_prestige_mult = 0.05
}

county_modifier = {
development_growth = 0.2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_diplomatic
}

##########
# Hagia Sophia
##########

hagia_sophia_01 = {

asset = {
type = pdxmesh
name = "building_special_hagia_sophia_mesh"
}
construction_time = very_slow_construction_time

type_icon = "icon_structure_hagia_sophia.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
OR = {
barony = {
is_holy_site_of = scope:holder.faith
}
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
}
}
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
intrigue_per_prestige_level = 1
knight_limit = 2
knight_effectiveness_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}

county_modifier = {
development_growth_factor = 0.2
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

#next_building = hagia_sophia_02

type = special

flag = travel_point_of_interest_religious
}

hagia_sophia_02 = {

asset = {
type = pdxmesh
name = "building_special_hagia_sophia_minarets_mesh"
}

construction_time = very_slow_construction_time

type_icon = "icon_structure_hagia_sophia.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
}
is_enabled = {
custom_description = {
text = holy_site_muslim_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

show_disabled = yes

cost_gold = 1000
cost_piety = 1000

character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
intrigue_per_prestige_level = 2
knight_limit = 2
knight_effectiveness_mult = 0.2
monthly_dynasty_prestige_mult = 0.05
}

ai_value = {
base = 100
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Dome of the Rock / Temple in Jerusalem
##########

dome_of_the_rock_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_dome_of_the_rock.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
NOT = { scope:holder.religion = religion:judaism_religion }
NOT = { scope:holder.faith = faith:derechchaim }
NOT = { scope:holder.faith = faith:judge }
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_change_factor = 0.1
martial_per_piety_level = 1
knight_effectiveness_mult = 0.2
}

county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.2
}

province_modifier = {
monthly_income = 3
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

next_building = temple_in_jerusalem_01

type = special

flag = travel_point_of_interest_religious
}

temple_in_jerusalem_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_temple_in_jerusalem.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
OR = {
scope:holder.religion = religion:judaism_religion
scope:holder.faith = faith:derechchaim
scope:holder.faith = faith:judge
}
}

is_enabled = {
custom_description = {
text = holy_site_jewish_or_holy_site_trigger
OR = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
scope:holder = {
religion = religion:judaism_religion
}
scope:holder = {
faith = faith:derechchaim
}
scope:holder = {
faith = faith:judge
}
}
}
}

show_disabled = yes

cost_gold = 1000
cost_piety = 1000

character_modifier = {
monthly_piety_gain_per_knight_mult = 0.03
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_change_factor = 0.1
martial_per_piety_level = 1
learning_per_prestige_level = 1
knight_effectiveness_mult = 0.2
same_faith_opinion = 5
}

county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.2
}

province_modifier = {
monthly_income = 3
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Hall of Heroes
##########

hall_of_heroes_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}

type_icon = "icon_building_hall_of_heroes.dds"

levy = 150
max_garrison = 75
cost_gold = 0
construction_time = 0

character_modifier = {
prowess = 1
knight_effectiveness_mult = 0.05
}

is_enabled = {
building_hall_of_heroes_requirement = yes
}

next_building = hall_of_heroes_02

ai_value = {
base = 100
}

type = special

flag = travel_point_of_interest_martial
}

hall_of_heroes_02 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"

levy = 265
max_garrison = 110
cost_gold = 225
construction_time = 500

character_modifier = {
prowess = 1
knight_effectiveness_mult = 0.1
}

is_enabled = {
building_hall_of_heroes_requirement = yes
}

next_building = hall_of_heroes_03

ai_value = {
base = 100
}

type = special

flag = travel_point_of_interest_martial
}

hall_of_heroes_03 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"

levy = 375
max_garrison = 150
cost_gold = 300
construction_time = 500

character_modifier = {
prowess = 2
knight_effectiveness_mult = 0.15
}

is_enabled = {
building_hall_of_heroes_requirement = yes
}

next_building = hall_of_heroes_04

ai_value = {
base = 100
}

type = special

flag = travel_point_of_interest_martial
}
hall_of_heroes_04 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"

levy = 500
max_garrison = 225
cost_gold = 375
construction_time = 500

character_modifier = {
prowess = 2
knight_effectiveness_mult = 0.2
}

is_enabled = {
building_hall_of_heroes_requirement = yes
}

next_building = hall_of_heroes_05

ai_value = {
base = 100
}

type = special

flag = travel_point_of_interest_martial
}

hall_of_heroes_05 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = tournament_activity_cost_max_discount_effect_desc
}
}
type_icon = "icon_building_hall_of_heroes.dds"

levy = 700
max_garrison = 260
cost_gold = 450
construction_time = 500

character_modifier = {
monthly_piety_gain_per_knight_add = 0.1
prowess = 3
knight_effectiveness_mult = 0.25
}

is_enabled = {
building_hall_of_heroes_requirement = yes
}
ai_value = {
base = 100
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Universities
##########

generic_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}

type_icon = "icon_building_university.dds"

can_construct_potential = {
# building_requirement_tribal = no
building_university_requirement = yes
}

can_construct = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >= 30
}
}

show_disabled = yes

on_complete = {
county.holder = {
save_scope_as = founder

found_university_decision_event_effect = yes

every_player = {
limit = {
NOT = { this = scope:founder }
is_within_diplo_range = { CHARACTER = scope:founder }
}
trigger_event = major_decisions.2002
}
}
}

cost_gold = 1000

county_holder_character_modifier = {
monthly_lifestyle_xp_gain_mult = 0.05
monthly_dynasty_prestige = 0.25
}

county_modifier = {
development_growth_factor = 0.1
}

ai_value = {
base = 8
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_learning
}

al_azhar_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}

type_icon = "icon_structure_al-azhar_university.dds"

can_construct_potential = {
# building_requirement_tribal = no
building_university_requirement = yes
}

can_construct = {
}

show_disabled = yes

cost_gold = 1000
character_modifier = {
#learning_per_prestige_level = 1
diplomacy_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
monthly_dynasty_prestige = 0.25
}

county_modifier = {
development_growth_factor = 0.2
development_growth = 0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_learning
}

sankore_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}

type_icon = "icon_structure_the_university_of_sankore.dds"

can_construct_potential = {
# building_requirement_tribal = no
building_university_requirement = yes
}

can_construct = {
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
learning_per_prestige_level = 1
#martial_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
monthly_dynasty_prestige = 0.25
}

county_modifier = {
development_growth_factor = 0.2
development_growth = 0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_learning
}

siena_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}

type_icon = "icon_structure_university_of_siena.dds"

can_construct_potential = {
# building_requirement_tribal = no
building_university_requirement = yes
}

can_construct = {
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
#learning_per_prestige_level = 1
intrigue_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_learning
}

nalanda_university = {
construction_time = very_slow_construction_time
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}

type_icon = "icon_structure_nalanda.dds"

can_construct_potential = {
# building_requirement_tribal = no
building_university_requirement = yes
}

can_construct = {
}

show_disabled = yes

cost_gold = 1000

character_modifier = {
learning_per_prestige_level = 1
#stewardship_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
monthly_dynasty_prestige = 0.25
}

county_modifier = {
development_growth_factor = 0.2
development_growth = 0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_learning
}

########
#Sicilian_parliament
########

special_sicilian_parliament_01 = {
construction_time = very_slow_construction_time

is_enabled = {
is_county_capital = yes
has_variable = variable_sicilian_parliament_county
}

cost_gold = 1500

province_modifier = {
monthly_income = 1
}
county_modifier = {
development_growth_factor = 0.25
monthly_county_control_change_add = 1
county_opinion_add = 25
}
character_modifier = {
monthly_prestige = 0.75
}

type_icon = "icon_building_generic_house.dds"

ai_value = {
base = 100
modifier = {
factor = 0
scope:holder = {
government_has_flag = government_is_theocracy
}
}
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special
flag = travel_point_of_interest_diplomatic
}

########
#Greenhouse
########

special_greenhouse_01 = {
construction_time = very_slow_construction_time

is_enabled = {
has_variable = variable_greenhouse
}

province_modifier = {
monthly_income = 1
}

county_modifier = {
development_growth_factor = 0.25
county_opinion_add = 25
}
character_modifier = {
health = 0.25
monthly_prestige = 1
}

type_icon = "icon_building_generic_house.dds"

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_learning
}

##########
# Hotin Fortress (AKA: Khotyn Fortress)
##########

hotin_fort_01 = {
construction_time = slow_construction_time

type_icon = "icon_structure_hotin_fortress.dds"

can_construct_potential = {
}

cost_gold = 400

character_modifier = {
monthly_dynasty_prestige_mult = 0.05
}
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
fort_level = good_building_fort_level_tier_1
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
travel_danger = -10
}

next_building = hotin_fort_02

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

hotin_fort_02 = {
construction_time = slow_construction_time

type_icon = "icon_structure_hotin_fortress.dds"

can_construct_potential = {
}

can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}

cost_gold = 800

character_modifier = {
monthly_dynasty_prestige_mult = 0.05
martial_per_prestige_level = 1
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_change_add = 0.5
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Golden Gate of Kiev
##########

golden_gate_of_kiev_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_golden_Gate_of_kiev.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
scope:holder.culture = {
has_innovation = innovation_battlements
}
}

cost_gold = 1000

character_modifier = {
monthly_prestige_gain_mult = 0.1
monthly_piety_gain_mult = 0.1
}
max_garrison = good_building_max_garrison_tier_1
province_modifier = {
fort_level = good_building_fort_level_tier_1
defender_holding_advantage = normal_building_advantage_tier_1
travel_danger = -20
}
county_modifier = {
development_growth = 0.1
development_growth_factor = 0.1
tax_mult = 0.1
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_wonder
}

##########
# Heddal Stave Church
##########

heddal_stave_church_01 = {
construction_time = slow_construction_time

type_icon = "icon_structure_cathedral_pagan.dds"

can_construct_potential = {
}

can_construct = {
scope:holder.culture = {
has_innovation = innovation_city_planning
}
}

cost_gold = 1000

character_modifier = {
monthly_piety_gain_mult = 0.1
monthly_dynasty_prestige_mult = 0.05
knight_effectiveness_mult = 0.2
knight_limit = 1
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
county_opinion_add = 10
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Temple of Uppsala
##########
temple_of_uppsala_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_temple_of_uppsala.dds"

can_construct_potential = {
}

can_construct = {
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_city_planning
}
}
}

is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
men_at_arms_maintenance = -0.1
knight_effectiveness_mult = 0.15
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
tax_mult = 0.1
levy_size = 0.1
development_growth_factor = 0.2
}

next_building = temple_of_uppsala_02

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

temple_of_uppsala_02 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_cologne_cathedral.dds"

can_construct_potential = {
}

can_construct = {
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_manorialism
}
}
}

is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_per_knight_mult = 0.02
men_at_arms_maintenance = -0.1
knight_effectiveness_mult = 0.2
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.15
levy_size = 0.15
development_growth_factor = 0.25
}

ai_value = {
base = 8
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Lund Cathedral
##########

lund_cathedral_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_structure_lund_cathedral.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

can_construct = {
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}

is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_change_factor = 0.1
}
province_modifier = {
monthly_income = 2
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.2
development_growth = 0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

##########
# Danevirke
##########

danevirke_01 = {
construction_time = very_slow_construction_time

type_icon = "icon_building_palisades.dds"
can_construct_potential = {
}

cost_gold = 300

province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial_minor
}

##########
# Roman Walls of Lugo
##########

roman_wall_of_lugo_01 = {

asset = {
type = pdxmesh
name = "fp2_building_special_roman_wall_of_lugo_01_a_mesh"
}

construction_time = very_slow_construction_time

type_icon = "lugo_walls.dds"

can_construct_potential = {
}

cost_gold = 300

character_modifier = {
monthly_dynasty_prestige_mult = 0.05
}

province_modifier = {
monthly_income = 1
garrison_size = 0.1
fort_level = 1
travel_danger = -10
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Rock of Gibraltar
##########

rock_of_gibraltar_01 = {

asset = {
type = pdxmesh
name = "fp2_building_special_rock_of_gibraltar_01_a_mesh"
}

construction_time = very_slow_construction_time

type_icon = "gibraltar.dds"

can_construct_potential = {
}

cost_gold = 300

character_modifier = {
diplomatic_range_mult = 0.2
}

province_modifier = {
fort_level = 1
defender_holding_advantage = normal_building_advantage_tier_1
}

county_modifier = {
development_growth_factor = 0.1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_wonder
}

##########
# Aljaferia Palace
##########

aljaferia_palace_01 = {

asset = {
type = pdxmesh
name = "fp2_building_special_aljaferia_mesh"
}

construction_time = very_slow_construction_time

type_icon = "aljaferia.dds"

can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}

cost_gold = 1000

character_modifier = {
monthly_dynasty_prestige_mult = 0.05
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_change_add = 0.5
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Tower of Hercules
##########

tower_of_hercules_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_tower_of_hercules_mesh"
}

construction_time = very_slow_construction_time

type_icon = "hercules.dds"

can_construct_potential = {
}

cost_gold = 300

character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.25
}

province_modifier = {
monthly_income = 1
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_learning
}

##########
# City Walls of Toledo
##########

city_wall_of_toledo_01 = {

asset = {
type = pdxmesh
name = "fp2_building_special_toledo_city_walls_01_a_mesh"
}

construction_time = very_slow_construction_time

type_icon = "toledo.dds"

can_construct_potential = {
}

cost_gold = 1000

county_modifier = {
defender_holding_advantage = 5
development_growth_factor = 0.1
development_growth = 0.1
tax_mult = 0.1
hostile_raid_time = 0.5
}

province_modifier = {
garrison_size = 0.25
fort_level = 2
travel_danger = -20
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

##########
# Alcazar de Segovia
##########

alcazar_of_segovia_01 = {

asset = {
type = pdxmesh
name = "fp2_building_special_alcazar_de_segovia_01_a_mesh"
}

construction_time = very_slow_construction_time

type_icon = "alcazar_segovia.dds"

can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}

cost_gold = 1000

character_modifier = {
monthly_dynasty_prestige_mult = 0.05
}
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
travel_danger = -20
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_change_add = 0.5
}

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_martial
}

##########
# The Santiago de Compostela Archcathedral Basilica
##########

holy_site_basilica_santiago_01 = {

asset = {
type = pdxmesh
name = "fp2_building_special_basilica_santiago_mesh"
}

construction_time = very_slow_construction_time

type_icon = "compostela.dds"

can_construct_potential = {
# building_requirement_tribal = no
}

is_enabled = {
custom_description = {
text = holy_site_muslim_christian_or_holy_site_trigger
OR = {
scope:holder.faith = {
is_POD_muslim_religion_trigger = yes
}
scope:holder.faith = {
is_POD_christian_religion_trigger = yes
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}

cost_gold = 1000

character_modifier = {
monthly_piety = 0.1
monthly_dynasty_prestige_mult = 0.05
holy_order_hire_cost_mult = -0.15
learn_language_scheme_power_mult = 0.2
}

county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.1
development_growth = 0.1
}

province_modifier = {
monthly_income = 3
}

ai_value = {
base = 100
modifier = { # Fill all building slots before going for special
buildings
factor = 0
free_building_slots > 0
}
}

type = special

flag = travel_point_of_interest_religious
}

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