00_buildings.txt

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# 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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