Professional Documents
Culture Documents
GH 01 Military District Buildings
GH 01 Military District Buildings
"gfx/interface/illustrations/holding_types/castle_western.dds"
@holding_illustration_mena =
"gfx/interface/illustrations/holding_types/castle_mena.dds"
@holding_illustration_india =
"gfx/interface/illustrations/holding_types/castle_india.dds"
@holding_illustration_mediterranean =
"gfx/interface/illustrations/holding_types/castle_mediterranean.dds"
@holding_illustration_norse =
"gfx/interface/illustrations/holding_types/fp1_castle_norse.dds"
@holding_illustration_iberian =
"gfx/interface/illustrations/holding_types/fp2_castle_iberian.dds"
citadel_01 = {
construction_time = slow_construction_time
asset = {
type = pdxmesh
names = {
"fp1_building_norse_castle_01_mena_mesh"}
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { sinhamiyah_biozone kharadamat_biozone
alghazir_biozone ayyar_coast_biozone amsar_biozone kemsar_biozone
sarradonian_mountains_biozone sarradonian_desert_biozone khenemhat_biozone
boneyard_biozone sirwali_biozone rojihlat_biozone cyrat_biozone crater_biozone
aekershaan_biozone }
}
asset = {
type = pdxmesh
names = {
"fp1_building_norse_castle_01_mediterranean_mesh"}
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { krehejad_biozone kasiryat_biozone
redlands_biozone amaghea_mountains_biozone brass_sea_coasts_biozone
aironoian_southeast_biozone fools_coast_biozone great_steppe_biozone hyrea_biozone
western_aironoi_biozone red_waste_biozone northern_opakhasia_biozone
western_opakhasia_biozone malcois_biozone etepezea_biozone }
}
asset = {
type = pdxmesh
names = {
"fp1_building_norse_castle_01_indian_mesh"}
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { north_kharadan_biozone hyratan_biozone
darmirat_plain_biozone kashti_flats_biozone magiyor_biozone kafasali_biozone
vichacil_biozone katuppilan_biozone rovarska_biozone nightcoast_biozone
damota_biozone }
}
can_construct_potential = {
county_has_any_metropolis_or_ruined_district_trigger = yes
}
can_construct = {
culture = {
has_innovation = innovation_city_planning
}
}
can_construct_showing_failures_only = {
building_requirement_tribal_holding_in_county = no
}
cost_gold = main_building_tier_1_cost
next_building = citadel_02
levy = good_building_levy_tier_2
max_garrison = good_building_max_garrison_tier_2
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
province_modifier = {
monthly_income = poor_building_tax_tier_2
fort_level = great_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
levy_size = 0.2
travel_danger = 4
}
county_modifier = {
garrison_size = 0.05
}
flag = castle
ai_value = {
base = 0
}
type_icon = "icon_building_curtain_walls.dds"
}
citadel_02 = {
construction_time = slow_construction_time
asset = {
type = pdxmesh
names = {
"fp1_building_norse_castle_01_mena_mesh"}
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { sinhamiyah_biozone kharadamat_biozone
alghazir_biozone ayyar_coast_biozone amsar_biozone kemsar_biozone
sarradonian_mountains_biozone sarradonian_desert_biozone khenemhat_biozone
boneyard_biozone sirwali_biozone rojihlat_biozone cyrat_biozone crater_biozone
aekershaan_biozone }
}
asset = {
type = pdxmesh
names = {
"fp1_building_norse_castle_01_mediterranean_mesh"}
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { krehejad_biozone kasiryat_biozone
redlands_biozone amaghea_mountains_biozone brass_sea_coasts_biozone
aironoian_southeast_biozone fools_coast_biozone great_steppe_biozone hyrea_biozone
western_aironoi_biozone red_waste_biozone northern_opakhasia_biozone
western_opakhasia_biozone malcois_biozone etepezea_biozone }
}
asset = {
type = pdxmesh
names = {
"fp1_building_norse_castle_01_indian_mesh"}
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { north_kharadan_biozone hyratan_biozone
darmirat_plain_biozone kashti_flats_biozone magiyor_biozone kafasali_biozone
vichacil_biozone katuppilan_biozone rovarska_biozone nightcoast_biozone
damota_biozone }
}
can_construct_potential = {
}
can_construct_showing_failures_only = {
}
cost_gold = main_building_tier_2_cost
next_building = citadel_03
levy = good_building_levy_tier_4
max_garrison = good_building_max_garrison_tier_4
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4
province_modifier = {
monthly_income = poor_building_tax_tier_4
fort_level = great_building_fort_level_tier_2
levy_size = 0.3
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 = 8
}
county_modifier = {
garrison_size = 0.1
}
flag = castle
ai_value = {
base = 0
}
}
citadel_03 = {
construction_time = slow_construction_time
asset = {
type = pdxmesh
name = "fp1_building_norse_castle_03_mena_mesh"
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { sinhamiyah_biozone kharadamat_biozone
alghazir_biozone ayyar_coast_biozone amsar_biozone kemsar_biozone
sarradonian_mountains_biozone sarradonian_desert_biozone khenemhat_biozone
boneyard_biozone sirwali_biozone rojihlat_biozone cyrat_biozone crater_biozone
aekershaan_biozone }
}
asset = {
type = pdxmesh
name = "fp1_building_norse_castle_03_mediterranean_mesh"
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { krehejad_biozone kasiryat_biozone
redlands_biozone amaghea_mountains_biozone brass_sea_coasts_biozone
aironoian_southeast_biozone fools_coast_biozone great_steppe_biozone hyrea_biozone
western_aironoi_biozone red_waste_biozone northern_opakhasia_biozone
western_opakhasia_biozone malcois_biozone etepezea_biozone }
}
asset = {
type = pdxmesh
name = "fp1_building_norse_castle_03_indian_mesh"
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { north_kharadan_biozone hyratan_biozone
darmirat_plain_biozone kashti_flats_biozone magiyor_biozone kafasali_biozone
vichacil_biozone katuppilan_biozone rovarska_biozone nightcoast_biozone
damota_biozone }
}
can_construct_potential = {
}
can_construct_showing_failures_only = {
}
cost_gold = main_building_tier_3_cost
next_building = citadel_04
levy = good_building_levy_tier_6
max_garrison = good_building_max_garrison_tier_6
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_6
province_modifier = {
monthly_income = poor_building_tax_tier_6
fort_level = great_building_fort_level_tier_3
levy_size = 0.4
stationed_maa_damage_mult = normal_maa_damage_tier_3
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_3
travel_danger = 12
}
county_modifier = {
garrison_size = 0.15
}
flag = castle
ai_value = {
base = 0
}
}
citadel_04 = {
construction_time = slow_construction_time
asset = {
type = pdxmesh
name = "fp1_building_norse_castle_03_mena_mesh"
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { sinhamiyah_biozone kharadamat_biozone
alghazir_biozone ayyar_coast_biozone amsar_biozone kemsar_biozone
sarradonian_mountains_biozone sarradonian_desert_biozone khenemhat_biozone
boneyard_biozone sirwali_biozone rojihlat_biozone cyrat_biozone crater_biozone
aekershaan_biozone }
}
asset = {
type = pdxmesh
name = "fp1_building_norse_castle_03_mediterranean_mesh"
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { krehejad_biozone kasiryat_biozone
redlands_biozone amaghea_mountains_biozone brass_sea_coasts_biozone
aironoian_southeast_biozone fools_coast_biozone great_steppe_biozone hyrea_biozone
western_aironoi_biozone red_waste_biozone northern_opakhasia_biozone
western_opakhasia_biozone malcois_biozone etepezea_biozone }
}
asset = {
type = pdxmesh
name = "fp1_building_norse_castle_03_indian_mesh"
requires_dlc_flag = the_northern_lords
illustration = @holding_illustration_norse
soundeffect = { soundeffect =
"event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
graphical_cultures = { norse_building_gfx slavic_building_gfx }
graphical_regions = { north_kharadan_biozone hyratan_biozone
darmirat_plain_biozone kashti_flats_biozone magiyor_biozone kafasali_biozone
vichacil_biozone katuppilan_biozone rovarska_biozone nightcoast_biozone
damota_biozone }
}
can_construct_potential = {
}
can_construct_showing_failures_only = {
}
cost_gold = main_building_tier_4_cost
levy = good_building_levy_tier_8
max_garrison = good_building_max_garrison_tier_8
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_8
province_modifier = {
monthly_income = poor_building_tax_tier_6
fort_level = great_building_fort_level_tier_4
levy_size = 0.6
stationed_maa_damage_mult = normal_maa_damage_tier_4
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4
travel_danger = 16
}
county_modifier = {
garrison_size = 0.2
}
flag = castle
ai_value = {
base = 0
}
}
guard_barracks_01 = {
can_construct_potential = {
county = {
NOT = {
any_county_province = {
has_building_or_higher = guard_barracks_01
}
}
}
}
construction_time = slow_construction_time
cost_gold = main_building_tier_1_cost
next_building = guard_barracks_02
levy = excellent_building_levy_tier_2
max_garrison = normal_building_max_garrison_tier_1
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
type_icon = "icon_building_ramparts.dds"
}
guard_barracks_02 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_02
culture = {
has_innovation = innovation_barracks
}
}
cost_gold = main_building_tier_2_cost
next_building = guard_barracks_03
levy = excellent_building_levy_tier_4
max_garrison = normal_building_max_garrison_tier_2
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
province_modifier = {
garrison_size = 0.1
}
guard_barracks_03 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_03
culture = {
has_innovation = innovation_burhs
}
}
cost_gold = main_building_tier_3_cost
next_building = guard_barracks_04
levy = excellent_building_levy_tier_6
max_garrison = normal_building_max_garrison_tier_3
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3
province_modifier = {
garrison_size = 0.2
travel_danger = -5
}
guard_barracks_04 = {
construction_time = slow_construction_time
can_construct_potential = {
has_building_or_higher = citadel_04
culture = {
has_innovation = innovation_royal_armory
}
}
cost_gold = main_building_tier_4_cost
levy = excellent_building_levy_tier_8
max_garrison = normal_building_max_garrison_tier_4
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4
province_modifier = {
garrison_size = 0.25
travel_danger = -10
}
###
recruitment_post_01 = {
can_construct_potential = {
county = {
NOT = {
any_county_province = {
has_building_or_higher = recruitment_post_01
}
}
}
}
construction_time = slow_construction_time
cost_gold = main_building_tier_1_cost
next_building = recruitment_post_02
levy = good_building_levy_tier_2
province_modifier = {
levy_size = 0.05
}
county_modifier = {
levy_reinforcement_rate = 0.05
}
character_modifier = {
army_maintenance_mult = -0.05
}
type_icon = "icon_building_military_camps.dds"
}
recruitment_post_02 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_02
culture = {
has_innovation = innovation_baliffs
}
}
cost_gold = main_building_tier_2_cost
next_building = recruitment_post_03
levy = good_building_levy_tier_4
province_modifier = {
levy_size = 0.10
}
county_modifier = {
levy_reinforcement_rate = 0.1
levy_size = 0.05
}
character_modifier = {
army_maintenance_mult = -0.05
}
recruitment_post_03 = {
construction_time = slow_construction_time
cost_gold = main_building_tier_3_cost
next_building = recruitment_post_04
can_construct = {
has_building_or_higher = citadel_03
culture = {
has_innovation = innovation_scutage
}
}
levy = good_building_levy_tier_6
province_modifier = {
levy_size = 0.15
}
county_modifier = {
levy_reinforcement_rate = 0.15
levy_size = 0.05
}
character_modifier = {
army_maintenance_mult = -0.1
}
recruitment_post_04 = {
construction_time = slow_construction_time
cost_gold = main_building_tier_4_cost
can_construct = {
has_building_or_higher = citadel_04
}
levy = good_building_levy_tier_8
province_modifier = {
levy_size = 0.20
}
county_modifier = {
levy_reinforcement_rate = 0.2
levy_size = 0.1
}
character_modifier = {
army_maintenance_mult = -0.1
}
###
reinforcement_tunnels_01 = {
can_construct_potential = {
county = {
NOT = {
any_county_province = {
has_building_or_higher = reinforcement_tunnels_01
}
}
}
}
construction_time = slow_construction_time
cost_gold = main_building_tier_1_cost
next_building = reinforcement_tunnels_02
province_modifier = {
fort_level = 1
}
type_icon = "icon_building_palisades.dds"
}
reinforcement_tunnels_02 = {
construction_time = slow_construction_time
can_construct = {
culture = {
has_innovation = innovation_windmills
}
}
cost_gold = main_building_tier_2_cost
province_modifier = {
fort_level = 2
}
}
forge_01 = {
can_construct_potential = {
county = {
NOT = {
any_county_province = {
has_building_or_higher = forge_01
}
}
}
}
construction_time = slow_construction_time
cost_gold = main_building_tier_1_cost
next_building = forge_02
province_modifier = {
monthly_income = poor_building_tax_tier_1
}
character_modifier = {
men_at_arms_maintenance = -0.1
heavy_infantry_damage_mult = 0.03
heavy_infantry_toughness_mult = 0.05
heavy_cavalry_damage_mult = 0.03
heavy_cavalry_toughness_mult = 0.05
pikemen_damage_mult = 0.03
pikemen_toughness_mult = 0.05
}
type_icon = "icon_building_blacksmiths.dds"
}
forge_02 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_02
}
cost_gold = main_building_tier_2_cost
next_building = forge_03
province_modifier = {
monthly_income = poor_building_tax_tier_2
}
character_modifier = {
men_at_arms_maintenance = -0.15
heavy_infantry_damage_mult = 0.06
heavy_infantry_toughness_mult = 0.1
heavy_cavalry_damage_mult = 0.06
heavy_cavalry_toughness_mult = 0.1
pikemen_damage_mult = 0.06
pikemen_toughness_mult = 0.1
}
forge_03 = {
construction_time = slow_construction_time
cost_gold = main_building_tier_3_cost
next_building = forge_04
can_construct = {
has_building_or_higher = citadel_03
culture = {
has_innovation = innovation_castle_baileys
}
}
province_modifier = {
monthly_income = poor_building_tax_tier_3
}
character_modifier = {
men_at_arms_maintenance = -0.2
heavy_infantry_damage_mult = 0.09
heavy_infantry_toughness_mult = 0.15
heavy_cavalry_damage_mult = 0.09
heavy_cavalry_toughness_mult = 0.15
pikemen_damage_mult = 0.09
pikemen_toughness_mult = 0.15
}
forge_04 = {
construction_time = slow_construction_time
cost_gold = main_building_tier_4_cost
can_construct = {
has_building_or_higher = citadel_04
culture = {
has_innovation = innovation_royal_armory
}
}
province_modifier = {
monthly_income = poor_building_tax_tier_4
}
character_modifier = {
men_at_arms_maintenance = -0.25
heavy_infantry_damage_mult = 0.12
heavy_infantry_toughness_mult = 0.20
heavy_cavalry_damage_mult = 0.12
heavy_cavalry_toughness_mult = 0.2
pikemen_damage_mult = 0.12
pikemen_toughness_mult = 0.2
}
jail_01 = {
can_construct_potential = {
county = {
NOT = {
any_county_province = {
has_building_or_higher = jail_01
}
}
}
}
construction_time = slow_construction_time
cost_gold = main_building_tier_1_cost
next_building = jail_02
county_modifier = {
monthly_county_control_change_factor = 0.1
}
type_icon = "icon_building_military_academy.dds"
}
jail_02 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_02
culture = {
has_innovation = innovation_barracks
}
}
cost_gold = main_building_tier_2_cost
next_building = jail_03
county_modifier = {
monthly_county_control_change_factor = 0.2
}
}
jail_03 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_03
culture = {
has_innovation = innovation_burhs
}
}
cost_gold = main_building_tier_3_cost
next_building = jail_04
county_modifier = {
monthly_county_control_change_factor = 0.3
}
jail_04 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_04
culture = {
has_innovation = innovation_royal_armory
}
}
cost_gold = main_building_tier_4_cost
county_modifier = {
monthly_county_control_change_factor = 0.4
}
mercenary_hall_01 = {
can_construct_potential = {
county = {
NOT = {
any_county_province = {
has_building_or_higher = mercenary_hall_01
}
}
}
}
construction_time = slow_construction_time
cost_gold = main_building_tier_1_cost
next_building = mercenary_hall_02
levy = normal_building_levy_tier_2
character_modifier = {
mercenary_hire_cost_mult = -0.05
same_culture_mercenary_hire_cost_mult = -0.1
}
type_icon = "icon_building_guild_halls.dds"
}
mercenary_hall_02 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_02
culture = {
has_innovation = innovation_barracks
}
}
cost_gold = main_building_tier_2_cost
next_building = mercenary_hall_03
levy = normal_building_levy_tier_4
character_modifier = {
mercenary_hire_cost_mult = -0.1
same_culture_mercenary_hire_cost_mult = -0.15
}
mercenary_hall_03 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_03
culture = {
has_innovation = innovation_burhs
}
}
cost_gold = main_building_tier_3_cost
next_building = mercenary_hall_04
levy = normal_building_levy_tier_6
character_modifier = {
mercenary_hire_cost_mult = -0.15
same_culture_mercenary_hire_cost_mult = -0.2
}
mercenary_hall_04 = {
construction_time = slow_construction_time
can_construct = {
has_building_or_higher = citadel_04
culture = {
has_innovation = innovation_royal_armory
}
}
cost_gold = main_building_tier_4_cost
levy = normal_building_levy_tier_8
character_modifier = {
mercenary_hire_cost_mult = -0.2
same_culture_mercenary_hire_cost_mult = -0.25
}