# Do not change tags in here without changing every other reference to them. # If adding new buildings, make sure they are uniquely named. # cost = x #==> cost in $ to build (subject to other modifiers) # time = x #==> number of months to build. # modifier = m # a modifier on the province that the building gives # trigger = t # an and trigger that needs to be fullfilled to build and keep the building # one_per_country = yes/no # if yes, only one of these can exist in a country # manufactory = { trade_good trade_good } # list of trade goods that get a production bonus # onmap = yes/no # show as a sprite on the map # FROM = owner # ROOT = province # AI will consider buildings it does not have the tech for at 20% of scripted AI weight (in case it wants to save slots) ################################################ # Tier 1, 15th Century Buildings ################################################ marketplace = { cost = 100 time = 12 modifier = { province_trade_power_modifier = 0.5 } ai_will_do = { factor = 5000 modifier = { factor = 0 NOT = { province_trade_power = 10 } } } } workshop = { cost = 100 time = 12 modifier = { local_production_efficiency = 0.5 } allow_in_gold_provinces = no ai_will_do = { factor = 1900 modifier = { factor = 5 OR = { has_province_modifier = stora_kopparberget_modifier has_province_modifier = cerro_rico_modifier has_province_modifier = spice_islands_modifier has_province_modifier = comet_ore_modifier has_province_modifier = paradise_modifier } } modifier = { factor = 0.95 NOT = { base_production = 15 } } modifier = { factor = 0.95 NOT = { base_production = 14 } } modifier = { factor = 0.95 NOT = { base_production = 13 } } modifier = { factor = 0.95 NOT = { base_production = 12 } } modifier = { factor = 0.95 NOT = { base_production = 11 } } modifier = { factor = 0.95 NOT = { base_production = 10 } } modifier = { factor = 0.95 NOT = { base_production = 9 } } modifier = { factor = 0.95 NOT = { base_production = 8 } } modifier = { factor = 0.95 NOT = { base_production = 7 } } modifier = { factor = 0.95 NOT = { base_production = 6 } } modifier = { factor = 0.0 NOT = { base_production = 5 } NOT = { has_province_modifier = stora_kopparberget_modifier } NOT = { has_province_modifier = cerro_rico_modifier } NOT = { has_province_modifier = spice_islands_modifier } NOT = { has_province_modifier = comet_ore_modifier } NOT = { has_province_modifier = paradise_modifier } } modifier = { factor = 0.95 local_autonomy = 10 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 20 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 30 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 40 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 50 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 60 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 70 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 80 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 90 NOT = { has_estate = estate_burghers} } } } temple = { cost = 100 time = 12 modifier = { local_tax_modifier = 0.4 } ai_will_do = { factor = 2500 modifier = { factor = 0.95 NOT = { base_tax = 15 } } modifier = { factor = 0.95 NOT = { base_tax = 14 } } modifier = { factor = 0.95 NOT = { base_tax = 13 } } modifier = { factor = 0.95 NOT = { base_tax = 12 } } modifier = { factor = 0.95 NOT = { base_tax = 11 } } modifier = { factor = 0.95 NOT = { base_tax = 10 } } modifier = { factor = 0.95 NOT = { base_tax = 9 } } modifier = { factor = 0.95 NOT = { base_tax = 8 } } modifier = { factor = 0.95 NOT = { base_tax = 7 } } modifier = { factor = 0.95 NOT = { base_tax = 6 } } modifier = { factor = 0.95 NOT = { base_tax = 5 } } modifier = { factor = 0.95 NOT = { base_tax = 4 } } modifier = { factor = 0.95 NOT = { base_tax = 3 } } modifier = { factor = 0 NOT = { base_tax = 2 } } modifier = { factor = 0.95 local_autonomy = 10 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } modifier = { factor = 0.95 local_autonomy = 20 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } modifier = { factor = 0.95 local_autonomy = 30 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } modifier = { factor = 0.95 local_autonomy = 40 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } modifier = { factor = 0.95 local_autonomy = 50 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } modifier = { factor = 0.95 local_autonomy = 60 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } modifier = { factor = 0.95 local_autonomy = 70 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } modifier = { factor = 0.95 local_autonomy = 80 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } modifier = { factor = 0.95 local_autonomy = 90 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } } barracks = { cost = 100 time = 12 modifier = { local_manpower_modifier = 0.5 } ai_will_do = { factor = 1000 modifier = { factor = 0 NOT = { base_manpower = 2 } } modifier = { factor = 1.10 base_manpower = 3 } modifier = { factor = 1.10 base_manpower = 4 } modifier = { factor = 1.10 base_manpower = 5 } modifier = { factor = 1.10 base_manpower = 6 } modifier = { factor = 1.10 base_manpower = 7 } modifier = { factor = 1.10 base_manpower = 8 } modifier = { factor = 1.10 base_manpower = 9 } modifier = { factor = 1.10 base_manpower = 10 } modifier = { factor = 0.95 local_autonomy = 10 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } modifier = { factor = 0.95 local_autonomy = 20 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } modifier = { factor = 0.95 local_autonomy = 30 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } modifier = { factor = 0.95 local_autonomy = 40 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } modifier = { factor = 0.95 local_autonomy = 50 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } modifier = { factor = 0.95 local_autonomy = 60 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } modifier = { factor = 0.95 local_autonomy = 70 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } modifier = { factor = 0.95 local_autonomy = 80 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } modifier = { factor = 0.95 local_autonomy = 90 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } } shipyard = { cost = 100 time = 12 trigger = { has_port = yes } modifier = { naval_forcelimit = 2 ship_recruit_speed = -0.25 local_ship_repair = 0.25 } ai_will_do = { factor = 1250 modifier = { factor = 0.95 local_autonomy = 10 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 20 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 30 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 40 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 50 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 60 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 70 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 80 NOT = { has_estate = estate_burghers} } modifier = { factor = 0.95 local_autonomy = 90 NOT = { has_estate = estate_burghers} } modifier = { owner = { navy_size_percentage = .75 } factor = 1.2 } ...
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