Diff to HTML by rtfpessoa

Files changed (2) hide show
  1. common/buildings/00_buildings.txt +1572 -105
  2. common/buildings/01_nativebuildings.txt +16 -14
common/buildings/00_buildings.txt CHANGED
@@ -34,6 +34,45 @@ marketplace = {
34
34
  modifier = {
35
35
  province_trade_power_modifier = 0.5
36
36
  }
37
+ on_built = {
38
+ add_development_from_building = {
39
+ building = marketplace
40
+ type = production
41
+ value = 1
42
+ }
43
+ if = {
44
+ limit = {
45
+ FROM = {
46
+ has_dlc = "Mandate of Heaven"
47
+ has_country_flag = mam_trade_building_prosperity_flag
48
+ }
49
+ }
50
+ add_prosperity = 5
51
+ }
52
+ }
53
+ on_destroyed = {
54
+ remove_development_from_building = {
55
+ building = marketplace
56
+ type = production
57
+ value = 1
58
+ }
59
+ if = {
60
+ limit = {
61
+ FROM = {
62
+ has_dlc = "Mandate of Heaven"
63
+ has_country_flag = mam_trade_building_prosperity_flag
64
+ }
65
+
66
+ }
67
+ add_prosperity = -5
68
+ }
69
+ }
70
+
71
+ on_construction_started = { } #Fires when you start the construction, ROOT - Province FROM - Country that started
72
+ on_construction_canceled = { } #Fires when you cancel the construction, ROOT - Province FROM - Country that canceled
73
+
74
+ on_obsolete = {
75
+ }
37
76
 
38
77
  ai_will_do = {
39
78
  factor = 1.5 # Because hard-coded AI only considers what it will gain, not what its enemies will lose.
@@ -46,6 +85,22 @@ workshop = {
46
85
  modifier = {
47
86
  local_production_efficiency = 0.5
48
87
  }
88
+ on_built = {
89
+ add_development_from_building = {
90
+ building = workshop
91
+ type = production
92
+ value = 1
93
+ }
94
+ }
95
+ on_destroyed = {
96
+ remove_development_from_building = {
97
+ building = workshop
98
+ type = production
99
+ value = 1
100
+ }
101
+ }
102
+ on_obsolete = {
103
+ }
49
104
 
50
105
  allow_in_gold_provinces = no
51
106
 
@@ -60,7 +115,99 @@ temple = {
60
115
  modifier = {
61
116
  local_tax_modifier = 0.4
62
117
  }
63
-
118
+ on_built = {
119
+ on_built_tax_building_effect = yes
120
+ on_province_tax_building_built_estate_privileges_effect = yes
121
+ add_development_from_building = {
122
+ building = temple
123
+ type = tax
124
+ value = 1
125
+ }
126
+ if = {
127
+ limit = {
128
+ FROM = { has_government_attribute = on_church_built_clergy_loyalty }
129
+ }
130
+ FROM = {
131
+ add_estate_loyalty = {
132
+ estate = estate_church
133
+ loyalty = 2
134
+ }
135
+ }
136
+ }
137
+ if = {
138
+ limit = {
139
+ FROM = { has_government_attribute = temples_modifier }
140
+ owned_by = FROM
141
+ }
142
+ add_province_modifier = {
143
+ name = gov_expanded_temple_rights_mod
144
+ duration = -1
145
+ }
146
+ }
147
+ if = {
148
+ limit = {
149
+ FROM = {
150
+ has_country_flag = mosque_local_unrest_flag
151
+ }
152
+ }
153
+ add_province_modifier = {
154
+ name = turkoman_peaceful_worshipping
155
+ duration = -1
156
+ }
157
+ }
158
+ if = {
159
+ limit = {
160
+ FROM = { has_country_modifier = mam_mosque_great_mosque_generates_crown_land_modifier }
161
+ }
162
+ FROM = {
163
+ change_estate_land_share = {
164
+ estate = all
165
+ share = -0.25
166
+ }
167
+ }
168
+ }
169
+ }
170
+ on_destroyed = {
171
+ on_province_tax_building_destroyed_estate_privileges_effect = yes
172
+ remove_development_from_building = {
173
+ building = temple
174
+ type = tax
175
+ value = 1
176
+ }
177
+ if = {
178
+ limit = {
179
+ FROM = {
180
+ has_country_flag = mosque_local_unrest_flag
181
+ }
182
+ }
183
+ remove_province_modifier = turkoman_peaceful_worshipping
184
+ }
185
+ if = {
186
+ limit = {
187
+ FROM = { has_government_attribute = on_church_built_clergy_loyalty }
188
+ }
189
+ FROM = {
190
+ add_estate_loyalty = {
191
+ estate = estate_church
192
+ loyalty = -2
193
+ }
194
+ }
195
+ }
196
+ remove_province_modifier = gov_expanded_temple_rights_mod
197
+ if = {
198
+ limit = {
199
+ FROM = { has_country_modifier = mam_mosque_great_mosque_generates_crown_land_modifier }
200
+ }
201
+ FROM = {
202
+ change_estate_land_share = {
203
+ estate = all
204
+ share = 0.25
205
+ }
206
+ }
207
+ }
208
+ }
209
+ on_obsolete = {
210
+ }
64
211
  ai_will_do = {
65
212
  factor = 1
66
213
  }
@@ -72,6 +219,70 @@ barracks = {
72
219
  modifier = {
73
220
  local_manpower_modifier = 0.5
74
221
  }
222
+ on_built = {
223
+ if = {
224
+ limit = {
225
+ FROM = {
226
+ has_government_attribute = manpower_sailors_on_build
227
+ }
228
+ }
229
+ FROM = {
230
+ add_manpower = 1
231
+ }
232
+ }
233
+ if = {
234
+ limit = {
235
+ FROM = {
236
+ mission_completed = jap_tanegashima_teppo
237
+ has_dlc = "Cradle of Civilization"
238
+ }
239
+ }
240
+ FROM = {
241
+ add_army_professionalism = 0.001
242
+ }
243
+ }
244
+ add_development_from_building = {
245
+ building = barracks
246
+ type = manpower
247
+ value = 1
248
+ }
249
+ update_improved_military_buildings_modifier = {
250
+ building = barracks
251
+ }
252
+ }
253
+ on_destroyed = {
254
+ if = {
255
+ limit = {
256
+ FROM = {
257
+ has_government_attribute = manpower_sailors_on_build
258
+ }
259
+ }
260
+ FROM = {
261
+ add_manpower = -1
262
+ }
263
+ }
264
+ if = {
265
+ limit = {
266
+ FROM = {
267
+ mission_completed = jap_tanegashima_teppo
268
+ has_dlc = "Cradle of Civilization"
269
+ }
270
+ }
271
+ FROM = {
272
+ add_army_professionalism = -0.001
273
+ }
274
+ }
275
+ remove_development_from_building = {
276
+ building = barracks
277
+ type = manpower
278
+ value = 1
279
+ }
280
+ update_improved_military_buildings_modifier = {
281
+ building = barracks
282
+ }
283
+ }
284
+ on_obsolete = {
285
+ }
75
286
 
76
287
  # # THIS = Province, FROM = Builder(not nessecairly owner, can be overlord)
77
288
  # on_built = {
@@ -111,12 +322,34 @@ shipyard = {
111
322
  naval_forcelimit = 2
112
323
  ship_recruit_speed = -0.25
113
324
  local_ship_repair = 0.25
325
+ local_has_man_of_war = yes
326
+ local_has_galleass = yes
327
+ }
328
+ on_built = {
329
+ add_development_from_building = {
330
+ building = shipyard
331
+ type = production
332
+ value = 1
333
+ }
334
+ }
335
+ on_destroyed = {
336
+ remove_development_from_building = {
337
+ building = shipyard
338
+ type = production
339
+ value = 1
340
+ }
341
+ if = {
342
+ limit = { has_province_modifier = sca_swe_danish_shipyard }
343
+ remove_province_modifier = sca_swe_danish_shipyard
344
+ }
345
+ }
346
+ on_obsolete = {
114
347
  }
115
348
 
116
349
  ai_will_do = {
117
350
  factor = 1
118
351
  modifier = {
119
- factor = 105 # Little above build cost
352
+ factor = 1.5 # bit more likely if close to the naval force limit
120
353
  FROM = { navy_size_percentage = 0.95 }
121
354
  }
122
355
  modifier = {
@@ -133,28 +366,69 @@ fort_15th = {
133
366
  fort_level = 2
134
367
  }
135
368
 
136
- # # THIS = Province, FROM = Builder(not nessecairly owner, can be overlord)
137
- # on_built = {
138
- # FROM = {
139
- # add_army_professionalism = 0.005
140
- # }
141
- # }
142
- #
143
- # # THIS = Province, FROM = Destroyer, Will not be called on buildings made obsolete!
144
- # on_destroyed = {
145
- # FROM = {
146
- # add_army_professionalism = -0.01
147
- # }
148
- # }
149
- #
150
- # # THIS = Province, FROM = Destroyer, Will not be called on buildings destroyed!
151
- # on_obsolete = {
152
- # hidden_effect = {
153
- # FROM = {
154
- # add_army_professionalism = -0.005
155
- # }
156
- # }
157
- # }
369
+ # THIS = Province, FROM = Builder(not nessecairly owner, can be overlord)
370
+ on_built = {
371
+ if = {
372
+ limit = {
373
+ FROM = { NOT = { mil_tech = 14 } has_government_attribute = on_fort_built_nobles_loyalty }
374
+ }
375
+ FROM = {
376
+ if = {
377
+ limit = {
378
+ has_estate = estate_nobles
379
+ }
380
+ add_estate_loyalty = {
381
+ estate = estate_nobles
382
+ loyalty = 5
383
+ }
384
+ }
385
+ if = {
386
+ limit = {
387
+ has_estate = estate_maratha
388
+ }
389
+ add_estate_loyalty = {
390
+ estate = estate_maratha
391
+ loyalty = 5
392
+ }
393
+ }
394
+ if = {
395
+ limit = {
396
+ has_estate = estate_rajput
397
+ }
398
+ add_estate_loyalty = {
399
+ estate = estate_rajput
400
+ loyalty = 5
401
+ }
402
+ }
403
+ }
404
+ }
405
+ if = {
406
+ limit = {
407
+ owner = {
408
+ has_estate_privilege = estate_nobles_development_of_castles
409
+ }
410
+ NOT = { has_province_modifier = estate_nobles_development_of_castles_mod }
411
+ }
412
+ add_province_modifier = {
413
+ name = estate_nobles_development_of_castles_mod
414
+ duration = -1
415
+ }
416
+ }
417
+ }
418
+
419
+ # THIS = Province, FROM = Destroyer, Will not be called on buildings made obsolete!
420
+ on_destroyed = {
421
+ if = {
422
+ limit = {
423
+ has_province_modifier = estate_nobles_development_of_castles_mod
424
+ }
425
+ remove_province_modifier = estate_nobles_development_of_castles_mod
426
+ }
427
+ }
428
+
429
+ # THIS = Province, FROM = Destroyer, Will not be called on buildings destroyed!
430
+ on_obsolete = {
431
+ }
158
432
 
159
433
  onmap = yes
160
434
  influencing_fort = yes
@@ -174,6 +448,7 @@ coastal_defence = {
174
448
  modifier = {
175
449
  blockade_force_required = 0.5
176
450
  hostile_disembark_speed = 1.0
451
+ block_slave_raid = yes
177
452
  }
178
453
 
179
454
  ai_will_do = {
@@ -192,10 +467,92 @@ courthouse = {
192
467
  local_state_maintenance_modifier = -0.25
193
468
  local_autonomy = -0.1
194
469
  local_governing_cost = -0.25
470
+ allowed_num_of_buildings = 1
471
+ }
472
+ on_built = {
473
+ add_development_from_building = {
474
+ building = courthouse
475
+ type = tax
476
+ value = 1
477
+ }
478
+ if = {
479
+ limit = {
480
+ FROM = { has_country_flag = fra_courthouse_bonus_flag }
481
+ }
482
+ add_province_modifier = {
483
+ name = fra_improved_court_houses_modifier
484
+ duration = -1
485
+ }
486
+ }
487
+ }
488
+ on_destroyed = {
489
+ remove_development_from_building = {
490
+ building = courthouse
491
+ type = tax
492
+ value = 1
493
+ }
494
+ remove_province_modifier = fra_improved_court_houses_modifier
495
+ }
496
+ on_obsolete = {
195
497
  }
196
498
 
197
499
  ai_will_do = {
198
500
  factor = 1
501
+ modifier = {
502
+ factor = 2
503
+ FROM = { governing_capacity_percentage = 0.8 }
504
+ }
505
+ modifier = {
506
+ factor = 3
507
+ FROM = { governing_capacity_percentage = 1 }
508
+ }
509
+ modifier = {
510
+ factor = 5
511
+ FROM = { governing_capacity_percentage = 1.1 }
512
+ }
513
+ modifier = {
514
+ factor = 0.75
515
+ FROM = { num_of_loans = 1 }
516
+ }
517
+ modifier = {
518
+ factor = 0.25
519
+ FROM = { num_of_loans = 2 }
520
+ }
521
+ modifier = {
522
+ factor = 0
523
+ FROM = { num_of_loans = 3 }
524
+ }
525
+ modifier = {
526
+ factor = 0.5
527
+ FROM = { is_in_deficit = yes }
528
+ }
529
+ modifier = {
530
+ factor = 1.25
531
+ development = 10
532
+ }
533
+ modifier = {
534
+ factor = 1.25
535
+ development = 20
536
+ }
537
+ modifier = {
538
+ factor = 1.25
539
+ development = 30
540
+ }
541
+ modifier = {
542
+ factor = 0.5
543
+ FROM = { NOT = { treasury = 200 } }
544
+ }
545
+ modifier = {
546
+ factor = 1.25
547
+ FROM = { treasury = 300 }
548
+ }
549
+ #Provinces in the Capital Area don't need a courthouse
550
+ modifier = {
551
+ factor = 0
552
+ area_for_scope_province = {
553
+ is_capital_of = FROM
554
+ }
555
+ }
199
556
  }
200
557
  }
201
558
 
@@ -207,13 +564,94 @@ dock = {
207
564
  }
208
565
  modifier = {
209
566
  local_sailors_modifier = 0.5
567
+ local_has_man_of_war = yes
568
+ local_has_galleass = yes
569
+ }
570
+
571
+ on_built = {
572
+ if = {
573
+ limit = {
574
+ FROM = {
575
+ has_government_attribute = manpower_sailors_on_build
576
+ }
577
+ }
578
+ FROM = {
579
+ add_sailors = 200
580
+ }
581
+ }
582
+ add_development_from_building = {
583
+ building = dock
584
+ type = production
585
+ value = 1
586
+ }
587
+ }
588
+
589
+ on_destroyed = {
590
+ if = {
591
+ limit = {
592
+ FROM = {
593
+ has_government_attribute = manpower_sailors_on_build
594
+ }
595
+ }
596
+ FROM = {
597
+ add_sailors = -200
598
+ }
599
+ }
600
+ remove_development_from_building = {
601
+ building = dock
602
+ type = production
603
+ value = 1
604
+ }
605
+ }
606
+ on_obsolete = {
210
607
  }
211
608
 
212
609
  ai_will_do = {
213
610
  factor = 1
214
611
  modifier = {
612
+ current_age = age_of_discovery
613
+ owner = { NOT = { navy_size = 25 } }
614
+ factor = 0.25
615
+ }
616
+ modifier = {
617
+ current_age = age_of_reformation
618
+ owner = { NOT = { navy_size = 50 } }
619
+ factor = 0.35
620
+ }
621
+ modifier = {
622
+ current_age = age_of_absolutism
623
+ owner = { NOT = { navy_size = 75 } }
215
624
  factor = 0.5
216
625
  }
626
+ modifier = {
627
+ current_age = age_of_revolutions
628
+ owner = { NOT = { navy_size = 100 } }
629
+ factor = 0.75
630
+ }
631
+ modifier = {
632
+ owner = {
633
+ OR = {
634
+ full_idea_group = naval_ideas
635
+ has_idea_group = maritime_ideas
636
+ }
637
+ }
638
+ factor = 1.25
639
+ }
640
+ modifier = {
641
+ owner = {
642
+ capital_scope = {
643
+ has_port = yes
644
+ is_island = yes
645
+ }
646
+ }
647
+ factor = 1.35
648
+ }
649
+ modifier = {
650
+ owner = {
651
+ sailors_percentage = 0.75
652
+ }
653
+ factor = 0
654
+ }
217
655
  }
218
656
  }
219
657
 
@@ -246,11 +684,55 @@ regimental_camp = {
246
684
  # }
247
685
  # }
248
686
  # }
687
+ on_built = {
688
+ add_development_from_building = {
689
+ building = regimental_camp
690
+ type = manpower
691
+ value = 1
692
+ }
693
+ update_improved_military_buildings_modifier = {
694
+ building = regimental_camp
695
+ }
696
+ if = {
697
+ limit = {
698
+ FROM = {
699
+ mission_completed = jap_tanegashima_teppo
700
+ has_dlc = "Cradle of Civilization"
701
+ }
702
+ }
703
+ FROM = {
704
+ add_army_professionalism = 0.001
705
+ }
706
+ }
707
+ }
708
+ on_destroyed = {
709
+ remove_development_from_building = {
710
+ building = regimental_camp
711
+ type = manpower
712
+ value = 1
713
+ }
714
+ update_improved_military_buildings_modifier = {
715
+ building = regimental_camp
716
+ }
717
+ if = {
718
+ limit = {
719
+ FROM = {
720
+ mission_completed = jap_tanegashima_teppo
721
+ has_dlc = "Cradle of Civilization"
722
+ }
723
+ }
724
+ FROM = {
725
+ add_army_professionalism = -0.001
726
+ }
727
+ }
728
+ }
729
+ on_obsolete = {
730
+ }
249
731
 
250
732
  ai_will_do = {
251
733
  factor = 1
252
734
  modifier = {
253
- factor = 215 # Little above build cost
735
+ factor = 1.5 # more likely if we have an army close to the force limit
254
736
  FROM = { army_size_percentage = 0.95 }
255
737
  }
256
738
  modifier = {
@@ -268,28 +750,69 @@ fort_16th = {
268
750
  fort_level = 4
269
751
  }
270
752
 
271
- # # THIS = Province, FROM = Builder(not nessecairly owner, can be overlord)
272
- # on_built = {
273
- # FROM = {
274
- # add_army_professionalism = 0.01
275
- # }
276
- # }
277
- #
278
- # # THIS = Province, FROM = Destroyer, Will not be called on buildings made obsolete!
279
- # on_destroyed = {
280
- # FROM = {
281
- # add_army_professionalism = -0.02
282
- # }
283
- # }
284
- #
285
- # # THIS = Province, FROM = Destroyer, Will not be called on buildings destroyed!
286
- # on_obsolete = {
287
- # hidden_effect = {
288
- # FROM = {
289
- # add_army_professionalism = -0.01
290
- # }
291
- # }
292
- # }
753
+ # THIS = Province, FROM = Builder(not nessecairly owner, can be overlord)
754
+ on_built = {
755
+ if = {
756
+ limit = {
757
+ FROM = { NOT = { mil_tech = 19 } has_government_attribute = on_fort_built_nobles_loyalty }
758
+ }
759
+ FROM = {
760
+ if = {
761
+ limit = {
762
+ has_estate = estate_nobles
763
+ }
764
+ add_estate_loyalty = {
765
+ estate = estate_nobles
766
+ loyalty = 5
767
+ }
768
+ }
769
+ if = {
770
+ limit = {
771
+ has_estate = estate_maratha
772
+ }
773
+ add_estate_loyalty = {
774
+ estate = estate_maratha
775
+ loyalty = 5
776
+ }
777
+ }
778
+ if = {
779
+ limit = {
780
+ has_estate = estate_rajput
781
+ }
782
+ add_estate_loyalty = {
783
+ estate = estate_rajput
784
+ loyalty = 5
785
+ }
786
+ }
787
+ }
788
+ }
789
+ if = {
790
+ limit = {
791
+ owner = {
792
+ has_estate_privilege = estate_nobles_development_of_castles
793
+ }
794
+ NOT = { has_province_modifier = estate_nobles_development_of_castles_mod }
795
+ }
796
+ add_province_modifier = {
797
+ name = estate_nobles_development_of_castles_mod
798
+ duration = -1
799
+ }
800
+ }
801
+ }
802
+
803
+ # THIS = Province, FROM = Destroyer, Will not be called on buildings made obsolete!
804
+ on_destroyed = {
805
+ if = {
806
+ limit = {
807
+ has_province_modifier = estate_nobles_development_of_castles_mod
808
+ }
809
+ remove_province_modifier = estate_nobles_development_of_castles_mod
810
+ }
811
+ }
812
+
813
+ # THIS = Province, FROM = Destroyer, Will not be called on buildings destroyed!
814
+ on_obsolete = {
815
+ }
293
816
 
294
817
  onmap = yes
295
818
 
@@ -312,6 +835,7 @@ naval_battery = {
312
835
  blockade_force_required = 1.0
313
836
  hostile_disembark_speed = 2.0
314
837
  hostile_fleet_attrition = 5
838
+ block_slave_raid = yes
315
839
  }
316
840
 
317
841
  ai_will_do = {
@@ -331,6 +855,101 @@ cathedral = {
331
855
  local_missionary_strength = 0.03
332
856
  local_tax_modifier = 0.6
333
857
  }
858
+ on_built = {
859
+ on_built_tax_building_effect = yes
860
+ on_province_tax_building_built_estate_privileges_effect = yes
861
+ add_development_from_upgrading_or_building = {
862
+ building = cathedral
863
+ obsolete_building = temple
864
+ type = tax
865
+ value = 2
866
+ upgrade_value = 1
867
+ }
868
+ if = {
869
+ limit = {
870
+ FROM = { has_government_attribute = on_church_built_clergy_loyalty }
871
+ }
872
+ FROM = {
873
+ add_estate_loyalty = {
874
+ estate = estate_church
875
+ loyalty = 5
876
+ }
877
+ }
878
+ }
879
+ if = {
880
+ limit = {
881
+ FROM = { has_government_attribute = temples_modifier }
882
+ owned_by = FROM
883
+ }
884
+ add_province_modifier = {
885
+ name = gov_expanded_temple_rights_mod
886
+ duration = -1
887
+ }
888
+ }
889
+ if = {
890
+ limit = {
891
+ FROM = {
892
+ has_country_flag = mosque_local_unrest_flag
893
+ }
894
+ }
895
+ add_province_modifier = {
896
+ name = turkoman_peaceful_worshipping
897
+ duration = -1
898
+ }
899
+ }
900
+ if = {
901
+ limit = {
902
+ FROM = { has_country_modifier = mam_mosque_great_mosque_generates_crown_land_modifier }
903
+ }
904
+ FROM = {
905
+ change_estate_land_share = {
906
+ estate = all
907
+ share = -0.25
908
+ }
909
+ }
910
+ }
911
+ }
912
+ on_destroyed = {
913
+ on_province_tax_building_destroyed_estate_privileges_effect = yes
914
+ remove_development_from_building = {
915
+ building = cathedral
916
+ type = tax
917
+ value = 2
918
+ }
919
+ if = {
920
+ limit = {
921
+ FROM = {
922
+ has_country_flag = mosque_local_unrest_flag
923
+ }
924
+ }
925
+ remove_province_modifier = turkoman_peaceful_worshipping
926
+ }
927
+ if = {
928
+ limit = {
929
+ FROM = { has_government_attribute = on_church_built_clergy_loyalty }
930
+ }
931
+ FROM = {
932
+ add_estate_loyalty = {
933
+ estate = estate_church
934
+ loyalty = -5
935
+ }
936
+ }
937
+ }
938
+ remove_province_modifier = gov_expanded_temple_rights_mod
939
+ if = {
940
+ limit = {
941
+ FROM = { has_country_modifier = mam_mosque_great_mosque_generates_crown_land_modifier }
942
+ }
943
+ FROM = {
944
+ change_estate_land_share = {
945
+ estate = all
946
+ share = 0.25
947
+ }
948
+ }
949
+ }
950
+ }
951
+ on_obsolete = {
952
+ }
334
953
 
335
954
  ai_will_do = {
336
955
  factor = 1
@@ -346,37 +965,87 @@ university = {
346
965
  allowed_num_of_buildings = 1
347
966
  }
348
967
 
968
+ on_built = {
969
+ add_development_from_building = {
970
+ building = university
971
+ type = tax
972
+ value = 2
973
+ }
974
+ }
975
+ on_destroyed = {
976
+ remove_development_from_building = {
977
+ building = university
978
+ type = tax
979
+ value = 2
980
+ }
981
+ }
982
+ on_obsolete = {
983
+ }
984
+
349
985
  ai_will_do = {
350
986
  # Hard coded AI sees no value in this above the 0.01 ducats base. Let's multiply that
351
- factor = 1
987
+ factor = 12 # Base of 0.01 ducats per MONTH
352
988
  modifier = {
353
- factor = 250
354
- development = 20
355
- is_state = yes
989
+ factor = 10
990
+ development = 16
991
+ }
992
+ modifier = {
993
+ factor = 1.4
994
+ development = 21
995
+ }
996
+ modifier = {
997
+ factor = 1.4
998
+ development = 26
999
+ }
1000
+ modifier = {
1001
+ factor = 1.4
1002
+ development = 30
1003
+ }
1004
+ modifier = {
1005
+ factor = 0
1006
+ is_state = no
1007
+ }
1008
+ modifier = {
1009
+ factor = 2
1010
+ is_capital = yes
356
1011
  }
357
1012
  modifier = {
358
- factor = 0.9
359
- OR =
360
- {
1013
+ factor = 0.5
1014
+ OR = {
361
1015
  has_climate = tropical
362
1016
  has_climate = arid
363
1017
  }
364
1018
  }
365
1019
  modifier = {
366
- factor = 0.4
1020
+ factor = 0.2
367
1021
  has_climate = arctic
368
1022
  }
369
1023
  modifier = {
370
- factor = 2
1024
+ factor = 1.2
371
1025
  OR = {
372
1026
  has_terrain = grasslands
373
1027
  has_terrain = drylands
374
1028
  }
375
1029
  }
376
1030
  modifier = {
377
- factor = 3
1031
+ factor = 1.3
378
1032
  has_terrain = farmlands
379
1033
  }
1034
+ modifier = {
1035
+ factor = 2
1036
+ is_year = 1690 # Enlightenment spawns in 1700
1037
+ not = {
1038
+ owner = {
1039
+ has_institution = enlightenment
1040
+ }
1041
+ }
1042
+ not = {
1043
+ provincial_institution_progress = {
1044
+ which = enlightenment
1045
+ value = 20
1046
+ }
1047
+ }
1048
+ }
380
1049
  }
381
1050
  }
382
1051
 
@@ -390,6 +1059,25 @@ trade_depot = {
390
1059
  province_trade_power_modifier = 1
391
1060
  }
392
1061
 
1062
+ on_built = {
1063
+ add_development_from_upgrading_or_building = {
1064
+ building = trade_depot
1065
+ obsolete_building = marketplace
1066
+ type = production
1067
+ value = 2
1068
+ upgrade_value = 1
1069
+ }
1070
+ }
1071
+ on_destroyed = {
1072
+ remove_development_from_building = {
1073
+ building = trade_depot
1074
+ type = production
1075
+ value = 2
1076
+ }
1077
+ }
1078
+ on_obsolete = {
1079
+ }
1080
+
393
1081
  ai_will_do = {
394
1082
  factor = 1.5 # Because hard-coded AI only considers what it will gain, not what its enemies will lose.
395
1083
  }
@@ -408,12 +1096,37 @@ grand_shipyard = {
408
1096
  naval_forcelimit = 4
409
1097
  ship_recruit_speed = -0.50
410
1098
  local_ship_repair = 0.50
1099
+ local_has_man_of_war = yes
1100
+ local_has_galleass = yes
1101
+ }
1102
+
1103
+ on_built = {
1104
+ add_development_from_upgrading_or_building = {
1105
+ building = grand_shipyard
1106
+ obsolete_building = shipyard
1107
+ type = production
1108
+ value = 2
1109
+ upgrade_value = 1
1110
+ }
1111
+ }
1112
+ on_destroyed = {
1113
+ remove_development_from_building = {
1114
+ building = grand_shipyard
1115
+ type = production
1116
+ value = 2
1117
+ }
1118
+ if = {
1119
+ limit = { has_province_modifier = sca_swe_danish_shipyard }
1120
+ remove_province_modifier = sca_swe_danish_shipyard
1121
+ }
1122
+ }
1123
+ on_obsolete = {
411
1124
  }
412
1125
 
413
1126
  ai_will_do = {
414
1127
  factor = 1
415
1128
  modifier = {
416
- factor = 320 # Little above build cost
1129
+ factor = 1.5 # bit more likely if close to the force limit
417
1130
  FROM = { navy_size_percentage = 0.95 }
418
1131
  }
419
1132
  modifier = {
@@ -455,6 +1168,73 @@ training_fields = {
455
1168
  modifier = {
456
1169
  local_manpower_modifier = 1
457
1170
  }
1171
+
1172
+ on_built = {
1173
+ if = {
1174
+ limit = {
1175
+ FROM = {
1176
+ has_government_attribute = manpower_sailors_on_build
1177
+ }
1178
+ }
1179
+ FROM = {
1180
+ add_manpower = 1
1181
+ }
1182
+ }
1183
+ add_development_from_upgrading_or_building = {
1184
+ building = training_fields
1185
+ obsolete_building = barracks
1186
+ type = manpower
1187
+ value = 2
1188
+ upgrade_value = 1
1189
+ }
1190
+ update_improved_military_buildings_modifier = {
1191
+ building = training_fields
1192
+ }
1193
+ if = {
1194
+ limit = {
1195
+ FROM = {
1196
+ mission_completed = jap_tanegashima_teppo
1197
+ has_dlc = "Cradle of Civilization"
1198
+ }
1199
+ }
1200
+ FROM = {
1201
+ add_army_professionalism = 0.001
1202
+ }
1203
+ }
1204
+ }
1205
+ on_destroyed = {
1206
+ if = {
1207
+ limit = {
1208
+ FROM = {
1209
+ has_government_attribute = manpower_sailors_on_build
1210
+ }
1211
+ }
1212
+ FROM = {
1213
+ add_manpower = -1
1214
+ }
1215
+ }
1216
+ update_improved_military_buildings_modifier = {
1217
+ building = training_fields
1218
+ }
1219
+ if = {
1220
+ limit = {
1221
+ FROM = {
1222
+ mission_completed = jap_tanegashima_teppo
1223
+ has_dlc = "Cradle of Civilization"
1224
+ }
1225
+ }
1226
+ FROM = {
1227
+ add_army_professionalism = -0.001
1228
+ }
1229
+ }
1230
+ remove_development_from_building = {
1231
+ building = training_fields
1232
+ type = manpower
1233
+ value = 2
1234
+ }
1235
+ }
1236
+ on_obsolete = {
1237
+ }
458
1238
 
459
1239
  ai_will_do = {
460
1240
  factor = 1
@@ -472,28 +1252,69 @@ fort_17th = {
472
1252
  fort_level = 6
473
1253
  }
474
1254
 
475
- # # THIS = Province, FROM = Builder(not nessecairly owner, can be overlord)
476
- # on_built = {
477
- # FROM = {
478
- # add_army_professionalism = 0.02
479
- # }
480
- # }
481
- #
482
- # # THIS = Province, FROM = Destroyer, Will not be called on buildings made obsolete!
483
- # on_destroyed = {
484
- # FROM = {
485
- # add_army_professionalism = -0.04
486
- # }
487
- # }
488
- #
489
- # # THIS = Province, FROM = Destroyer, Will not be called on buildings destroyed!
490
- # on_obsolete = {
491
- # hidden_effect = {
492
- # FROM = {
493
- # add_army_professionalism = -0.02
494
- # }
495
- # }
496
- # }
1255
+ # THIS = Province, FROM = Builder(not nessecairly owner, can be overlord)
1256
+ on_built = {
1257
+ if = {
1258
+ limit = {
1259
+ FROM = { NOT = { mil_tech = 19 } has_government_attribute = on_fort_built_nobles_loyalty }
1260
+ }
1261
+ FROM = {
1262
+ if = {
1263
+ limit = {
1264
+ has_estate = estate_nobles
1265
+ }
1266
+ add_estate_loyalty = {
1267
+ estate = estate_nobles
1268
+ loyalty = 5
1269
+ }
1270
+ }
1271
+ if = {
1272
+ limit = {
1273
+ has_estate = estate_maratha
1274
+ }
1275
+ add_estate_loyalty = {
1276
+ estate = estate_maratha
1277
+ loyalty = 5
1278
+ }
1279
+ }
1280
+ if = {
1281
+ limit = {
1282
+ has_estate = estate_rajput
1283
+ }
1284
+ add_estate_loyalty = {
1285
+ estate = estate_rajput
1286
+ loyalty = 5
1287
+ }
1288
+ }
1289
+ }
1290
+ }
1291
+ if = {
1292
+ limit = {
1293
+ owner = {
1294
+ has_estate_privilege = estate_nobles_development_of_castles
1295
+ }
1296
+ NOT = { has_province_modifier = estate_nobles_development_of_castles_mod }
1297
+ }
1298
+ add_province_modifier = {
1299
+ name = estate_nobles_development_of_castles_mod
1300
+ duration = -1
1301
+ }
1302
+ }
1303
+ }
1304
+
1305
+ # THIS = Province, FROM = Destroyer, Will not be called on buildings made obsolete!
1306
+ on_destroyed = {
1307
+ if = {
1308
+ limit = {
1309
+ has_province_modifier = estate_nobles_development_of_castles_mod
1310
+ }
1311
+ remove_province_modifier = estate_nobles_development_of_castles_mod
1312
+ }
1313
+ }
1314
+
1315
+ # THIS = Province, FROM = Destroyer, Will not be called on buildings destroyed!
1316
+ on_obsolete = {
1317
+ }
497
1318
 
498
1319
  onmap = yes
499
1320
 
@@ -519,6 +1340,49 @@ stock_exchange = {
519
1340
  province_trade_power_modifier = 1.25
520
1341
  }
521
1342
 
1343
+ on_built = {
1344
+ if = {
1345
+ limit = {
1346
+ has_province_flag = built_dev_trade_depot
1347
+ }
1348
+ add_development_from_upgrading_or_building = {
1349
+ building = stock_exchange
1350
+ obsolete_building = trade_depot
1351
+ type = production
1352
+ value = 3
1353
+ upgrade_value = 1
1354
+ }
1355
+ }
1356
+ else_if = {
1357
+ limit = {
1358
+ has_province_flag = built_dev_marketplace
1359
+ }
1360
+ add_development_from_upgrading_or_building = {
1361
+ building = stock_exchange
1362
+ obsolete_building = marketplace
1363
+ type = production
1364
+ value = 3
1365
+ upgrade_value = 2
1366
+ }
1367
+ }
1368
+ else = {
1369
+ add_development_from_building = {
1370
+ building = stock_exchange
1371
+ type = production
1372
+ value = 3
1373
+ }
1374
+ }
1375
+ }
1376
+ on_destroyed = {
1377
+ remove_development_from_building = {
1378
+ building = stock_exchange
1379
+ type = production
1380
+ value = 3
1381
+ }
1382
+ }
1383
+ on_obsolete = {
1384
+ }
1385
+
522
1386
  ai_will_do = {
523
1387
  factor = 1.5 # Because hard-coded AI only considers what it will gain, not what its enemies will lose.
524
1388
  }
@@ -533,6 +1397,25 @@ counting_house = {
533
1397
  local_production_efficiency = 1
534
1398
  }
535
1399
 
1400
+ on_built = {
1401
+ add_development_from_upgrading_or_building = {
1402
+ building = counting_house
1403
+ obsolete_building = workshop
1404
+ type = production
1405
+ value = 2
1406
+ upgrade_value = 1
1407
+ }
1408
+ }
1409
+ on_destroyed = {
1410
+ remove_development_from_building = {
1411
+ building = counting_house
1412
+ type = production
1413
+ value = 2
1414
+ }
1415
+ }
1416
+ on_obsolete = {
1417
+ }
1418
+
536
1419
  allow_in_gold_provinces = no
537
1420
 
538
1421
  ai_will_do = {
@@ -553,10 +1436,100 @@ town_hall = {
553
1436
  local_state_maintenance_modifier = -0.5
554
1437
  local_autonomy = -0.2
555
1438
  local_governing_cost = -0.5
1439
+ allowed_num_of_buildings = 1
1440
+ }
1441
+
1442
+ on_built = {
1443
+ add_development_from_upgrading_or_building = {
1444
+ building = town_hall
1445
+ obsolete_building = courthouse
1446
+ type = tax
1447
+ value = 2
1448
+ upgrade_value = 1
1449
+ }
1450
+ if = {
1451
+ limit = {
1452
+ FROM = { has_country_flag = fra_courthouse_bonus_flag }
1453
+ NOT = { has_province_modifier = fra_improved_court_houses_modifier }
1454
+ }
1455
+ add_province_modifier = {
1456
+ name = fra_improved_court_houses_modifier
1457
+ duration = -1
1458
+ }
1459
+ }
1460
+ }
1461
+ on_destroyed = {
1462
+ remove_development_from_building = {
1463
+ building = town_hall
1464
+ type = tax
1465
+ value = 2
1466
+ }
1467
+ remove_province_modifier = fra_improved_court_houses_modifier
1468
+ }
1469
+ on_obsolete = {
556
1470
  }
557
1471
 
558
1472
  ai_will_do = {
559
1473
  factor = 1
1474
+ modifier = {
1475
+ factor = 10
1476
+ has_building = courthouse
1477
+ }
1478
+ modifier = {
1479
+ factor = 2
1480
+ FROM = { governing_capacity_percentage = 0.8 }
1481
+ }
1482
+ modifier = {
1483
+ factor = 3
1484
+ FROM = { governing_capacity_percentage = 1 }
1485
+ }
1486
+ modifier = {
1487
+ factor = 5
1488
+ FROM = { governing_capacity_percentage = 1.1 }
1489
+ }
1490
+ modifier = {
1491
+ factor = 0.75
1492
+ FROM = { num_of_loans = 1 }
1493
+ }
1494
+ modifier = {
1495
+ factor = 0.25
1496
+ FROM = { num_of_loans = 2 }
1497
+ }
1498
+ modifier = {
1499
+ factor = 0
1500
+ FROM = { num_of_loans = 3 }
1501
+ }
1502
+ modifier = {
1503
+ factor = 0.5
1504
+ FROM = { is_in_deficit = yes }
1505
+ }
1506
+ modifier = {
1507
+ factor = 1.25
1508
+ development = 10
1509
+ }
1510
+ modifier = {
1511
+ factor = 1.25
1512
+ development = 20
1513
+ }
1514
+ modifier = {
1515
+ factor = 1.25
1516
+ development = 30
1517
+ }
1518
+ modifier = {
1519
+ factor = 0.5
1520
+ FROM = { NOT = { treasury = 300 } }
1521
+ }
1522
+ modifier = {
1523
+ factor = 1.25
1524
+ FROM = { treasury = 400 }
1525
+ }
1526
+ #Provinces in the Capital Area don't need a courthouse
1527
+ modifier = {
1528
+ factor = 0
1529
+ area_for_scope_province = {
1530
+ is_capital_of = FROM
1531
+ }
1532
+ }
560
1533
  }
561
1534
  }
562
1535
 
@@ -572,8 +1545,51 @@ drydock = {
572
1545
 
573
1546
  modifier = {
574
1547
  local_sailors_modifier = 1.0
1548
+ local_has_man_of_war = yes
1549
+ local_has_galleass = yes
1550
+ }
1551
+
1552
+ on_built = {
1553
+ if = {
1554
+ limit = {
1555
+ FROM = {
1556
+ has_government_attribute = manpower_sailors_on_build
1557
+ }
1558
+ }
1559
+ FROM = {
1560
+ add_sailors = 200
1561
+ }
1562
+ }
1563
+ add_development_from_upgrading_or_building = {
1564
+ building = drydock
1565
+ obsolete_building = dock
1566
+ type = production
1567
+ value = 2
1568
+ upgrade_value = 1
1569
+ }
1570
+ }
1571
+
1572
+ on_destroyed = {
1573
+ if = {
1574
+ limit = {
1575
+ FROM = {
1576
+ has_government_attribute = manpower_sailors_on_build
1577
+ }
1578
+ }
1579
+ FROM = {
1580
+ add_sailors = -200
1581
+ }
1582
+ }
1583
+ remove_development_from_building = {
1584
+ building = drydock
1585
+ type = production
1586
+ value = 2
1587
+ }
1588
+ }
1589
+ on_obsolete = {
575
1590
  }
576
1591
 
1592
+
577
1593
  ai_will_do = {
578
1594
  factor = 1
579
1595
  }
@@ -612,11 +1628,57 @@ conscription_center = {
612
1628
  modifier = {
613
1629
  land_forcelimit = 2
614
1630
  }
1631
+ on_built = {
1632
+ add_development_from_upgrading_or_building = {
1633
+ building = conscription_center
1634
+ obsolete_building = regimental_camp
1635
+ type = manpower
1636
+ value = 2
1637
+ upgrade_value = 1
1638
+ }
1639
+ update_improved_military_buildings_modifier = {
1640
+ building = conscription_center
1641
+ }
1642
+ if = {
1643
+ limit = {
1644
+ FROM = {
1645
+ mission_completed = jap_tanegashima_teppo
1646
+ has_dlc = "Cradle of Civilization"
1647
+ }
1648
+ }
1649
+ FROM = {
1650
+ add_army_professionalism = 0.001
1651
+ }
1652
+ }
1653
+ }
1654
+ on_destroyed = {
1655
+ remove_development_from_building = {
1656
+ building = conscription_center
1657
+ type = manpower
1658
+ value = 2
1659
+ }
1660
+ update_improved_military_buildings_modifier = {
1661
+ building = conscription_center
1662
+ }
1663
+ if = {
1664
+ limit = {
1665
+ FROM = {
1666
+ mission_completed = jap_tanegashima_teppo
1667
+ has_dlc = "Cradle of Civilization"
1668
+ }
1669
+ }
1670
+ FROM = {
1671
+ add_army_professionalism = -0.001
1672
+ }
1673
+ }
1674
+ }
1675
+ on_obsolete = {
1676
+ }
615
1677
 
616
1678
  ai_will_do = {
617
1679
  factor = 1
618
1680
  modifier = {
619
- factor = 435 # Little above build cost
1681
+ factor = 1.5 # more likely if we have an army close to the force limit
620
1682
  FROM = { army_size_percentage = 0.95 }
621
1683
  }
622
1684
  modifier = {
@@ -639,28 +1701,69 @@ fort_18th = {
639
1701
  fort_level = 8
640
1702
  }
641
1703
 
642
- # # THIS = Province, FROM = Builder(not nessecairly owner, can be overlord)
643
- # on_built = {
644
- # FROM = {
645
- # add_army_professionalism = 0.04
646
- # }
647
- # }
648
- #
649
- # # THIS = Province, FROM = Destroyer, Will not be called on buildings made obsolete!
650
- # on_destroyed = {
651
- # FROM = {
652
- # add_army_professionalism = -0.08
653
- # }
654
- # }
655
- #
656
- # # THIS = Province, FROM = Destroyer, Will not be called on buildings destroyed!
657
- # on_obsolete = {
658
- # hidden_effect = {
659
- # FROM = {
660
- # add_army_professionalism = -0.04
661
- # }
662
- # }
663
- # }
1704
+ # THIS = Province, FROM = Builder(not nessecairly owner, can be overlord)
1705
+ on_built = {
1706
+ if = {
1707
+ limit = {
1708
+ FROM = { has_government_attribute = on_fort_built_nobles_loyalty }
1709
+ }
1710
+ FROM = {
1711
+ if = {
1712
+ limit = {
1713
+ has_estate = estate_nobles
1714
+ }
1715
+ add_estate_loyalty = {
1716
+ estate = estate_nobles
1717
+ loyalty = 5
1718
+ }
1719
+ }
1720
+ if = {
1721
+ limit = {
1722
+ has_estate = estate_maratha
1723
+ }
1724
+ add_estate_loyalty = {
1725
+ estate = estate_maratha
1726
+ loyalty = 5
1727
+ }
1728
+ }
1729
+ if = {
1730
+ limit = {
1731
+ has_estate = estate_rajput
1732
+ }
1733
+ add_estate_loyalty = {
1734
+ estate = estate_rajput
1735
+ loyalty = 5
1736
+ }
1737
+ }
1738
+ }
1739
+ }
1740
+ if = {
1741
+ limit = {
1742
+ owner = {
1743
+ has_estate_privilege = estate_nobles_development_of_castles
1744
+ }
1745
+ NOT = { has_province_modifier = estate_nobles_development_of_castles_mod }
1746
+ }
1747
+ add_province_modifier = {
1748
+ name = estate_nobles_development_of_castles_mod
1749
+ duration = -1
1750
+ }
1751
+ }
1752
+ }
1753
+
1754
+ # THIS = Province, FROM = Destroyer, Will not be called on buildings made obsolete!
1755
+ on_destroyed = {
1756
+ if = {
1757
+ limit = {
1758
+ has_province_modifier = estate_nobles_development_of_castles_mod
1759
+ }
1760
+ remove_province_modifier = estate_nobles_development_of_castles_mod
1761
+ }
1762
+ }
1763
+
1764
+ # THIS = Province, FROM = Destroyer, Will not be called on buildings destroyed!
1765
+ on_obsolete = {
1766
+ }
664
1767
 
665
1768
  onmap = yes
666
1769
 
@@ -692,9 +1795,36 @@ wharf = {
692
1795
  salt
693
1796
  }
694
1797
  onmap = yes
1798
+ on_built = {
1799
+ add_development_from_building = {
1800
+ building = manufactory
1801
+ type = production
1802
+ value = 2
1803
+ }
1804
+ add_dev_from_building = {
1805
+ building = manufactory
1806
+ type = production
1807
+ value = 1
1808
+ }
1809
+
1810
+ }
1811
+ on_destroyed = {
1812
+ remove_development_from_building = {
1813
+ building = manufactory
1814
+ type = production
1815
+ value = 2
1816
+ }
1817
+ remove_dev_from_building = {
1818
+ building = manufactory
1819
+ type = production
1820
+ value = 1
1821
+ }
1822
+ }
1823
+ on_obsolete = {
1824
+ }
695
1825
 
696
1826
  ai_will_do = {
697
- factor = 1750
1827
+ factor = 1
698
1828
 
699
1829
  modifier = {
700
1830
  factor = 0.4
@@ -729,6 +1859,32 @@ weapons = {
729
1859
  iron
730
1860
  }
731
1861
  onmap = yes
1862
+ on_built = {
1863
+ add_development_from_building = {
1864
+ building = manufactory
1865
+ type = production
1866
+ value = 2
1867
+ }
1868
+ add_dev_from_building = {
1869
+ building = manufactory
1870
+ type = manpower
1871
+ value = 1
1872
+ }
1873
+ }
1874
+ on_destroyed = {
1875
+ remove_development_from_building = {
1876
+ building = manufactory
1877
+ type = production
1878
+ value = 2
1879
+ }
1880
+ remove_dev_from_building = {
1881
+ building = manufactory
1882
+ type = manpower
1883
+ value = 1
1884
+ }
1885
+ }
1886
+ on_obsolete = {
1887
+ }
732
1888
 
733
1889
  ai_will_do = {
734
1890
  factor = 1
@@ -743,6 +1899,32 @@ textile = {
743
1899
  dyes
744
1900
  }
745
1901
  onmap = yes
1902
+ on_built = {
1903
+ add_development_from_building = {
1904
+ building = manufactory
1905
+ type = production
1906
+ value = 2
1907
+ }
1908
+ add_dev_from_building = {
1909
+ building = manufactory
1910
+ type = production
1911
+ value = 1
1912
+ }
1913
+ }
1914
+ on_destroyed = {
1915
+ remove_development_from_building = {
1916
+ building = manufactory
1917
+ type = production
1918
+ value = 2
1919
+ }
1920
+ remove_dev_from_building = {
1921
+ building = manufactory
1922
+ type = production
1923
+ value = 1
1924
+ }
1925
+ }
1926
+ on_obsolete = {
1927
+ }
746
1928
 
747
1929
  ai_will_do = {
748
1930
  factor = 1
@@ -759,6 +1941,32 @@ plantations = {
759
1941
  cocoa
760
1942
  }
761
1943
  onmap = yes
1944
+ on_built = {
1945
+ add_development_from_building = {
1946
+ building = manufactory
1947
+ type = production
1948
+ value = 2
1949
+ }
1950
+ add_dev_from_building = {
1951
+ building = manufactory
1952
+ type = production
1953
+ value = 1
1954
+ }
1955
+ }
1956
+ on_destroyed = {
1957
+ remove_development_from_building = {
1958
+ building = manufactory
1959
+ type = production
1960
+ value = 2
1961
+ }
1962
+ remove_dev_from_building = {
1963
+ building = manufactory
1964
+ type = production
1965
+ value = 1
1966
+ }
1967
+ }
1968
+ on_obsolete = {
1969
+ }
762
1970
 
763
1971
  ai_will_do = {
764
1972
  factor = 1
@@ -770,10 +1978,37 @@ tradecompany = {
770
1978
  ivory
771
1979
  slaves
772
1980
  spices
1981
+ cloves
773
1982
  fur
774
1983
  incense
775
1984
  }
776
1985
  onmap = yes
1986
+ on_built = {
1987
+ add_development_from_building = {
1988
+ building = manufactory
1989
+ type = production
1990
+ value = 2
1991
+ }
1992
+ add_dev_from_building = {
1993
+ building = manufactory
1994
+ type = production
1995
+ value = 1
1996
+ }
1997
+ }
1998
+ on_destroyed = {
1999
+ remove_development_from_building = {
2000
+ building = manufactory
2001
+ type = production
2002
+ value = 2
2003
+ }
2004
+ remove_dev_from_building = {
2005
+ building = manufactory
2006
+ type = production
2007
+ value = 1
2008
+ }
2009
+ }
2010
+ on_obsolete = {
2011
+ }
777
2012
 
778
2013
  ai_will_do = {
779
2014
  factor = 1
@@ -787,6 +2022,48 @@ farm_estate = {
787
2022
  wine
788
2023
  }
789
2024
  onmap = yes
2025
+ on_built = {
2026
+ add_development_from_building = {
2027
+ building = manufactory
2028
+ type = production
2029
+ value = 2
2030
+ }
2031
+ add_dev_from_building = {
2032
+ building = manufactory
2033
+ type = production
2034
+ value = 1
2035
+ }
2036
+ if = {
2037
+ limit = {
2038
+ FROM = {
2039
+ has_country_flag = geo_wine_manufactory_flag
2040
+ }
2041
+ }
2042
+ add_base_production = 1
2043
+ }
2044
+ }
2045
+ on_destroyed = {
2046
+ remove_development_from_building = {
2047
+ building = manufactory
2048
+ type = production
2049
+ value = 2
2050
+ }
2051
+ remove_dev_from_building = {
2052
+ building = manufactory
2053
+ type = production
2054
+ value = 1
2055
+ }
2056
+ if = {
2057
+ limit = {
2058
+ FROM = {
2059
+ has_country_flag = geo_wine_manufactory_flag
2060
+ }
2061
+ }
2062
+ add_base_production = -1
2063
+ }
2064
+ }
2065
+ on_obsolete = {
2066
+ }
790
2067
 
791
2068
  ai_will_do = {
792
2069
  factor = 1
@@ -802,6 +2079,32 @@ mills = {
802
2079
  chinaware
803
2080
  }
804
2081
  onmap = yes
2082
+ on_built = {
2083
+ add_development_from_building = {
2084
+ building = manufactory
2085
+ type = production
2086
+ value = 2
2087
+ }
2088
+ add_dev_from_building = {
2089
+ building = manufactory
2090
+ type = production
2091
+ value = 1
2092
+ }
2093
+ }
2094
+ on_destroyed = {
2095
+ remove_development_from_building = {
2096
+ building = manufactory
2097
+ type = production
2098
+ value = 2
2099
+ }
2100
+ remove_dev_from_building = {
2101
+ building = manufactory
2102
+ type = production
2103
+ value = 1
2104
+ }
2105
+ }
2106
+ on_obsolete = {
2107
+ }
805
2108
 
806
2109
  ai_will_do = {
807
2110
  factor = 1
@@ -822,6 +2125,22 @@ furnace = {
822
2125
  }
823
2126
  onmap = yes
824
2127
  show_separate = yes # Means as a manufactory it will be shown according to the old way
2128
+ on_built = {
2129
+ add_development_from_building = {
2130
+ building = manufactory
2131
+ type = production
2132
+ value = 2
2133
+ }
2134
+ }
2135
+ on_destroyed = {
2136
+ remove_development_from_building = {
2137
+ building = manufactory
2138
+ type = production
2139
+ value = 2
2140
+ }
2141
+ }
2142
+ on_obsolete = {
2143
+ }
825
2144
 
826
2145
  ai_will_do = {
827
2146
  factor = 1
@@ -832,15 +2151,69 @@ ramparts = {
832
2151
  manufactory = {
833
2152
  all
834
2153
  }
2154
+
2155
+ #build_trigger = {
2156
+ # is_flatland = yes
2157
+ #}
835
2158
  modifier = {
836
2159
  local_hostile_attrition = 1
837
2160
  local_defensiveness = 0.15
2161
+ local_defender_dice_roll_bonus = 1
838
2162
  }
839
2163
  onmap = no
840
2164
  show_separate = yes # Means as a manufactory it will be shown according to the old way
841
-
2165
+
2166
+ on_built = {
2167
+ add_dev_from_building = {
2168
+ building = manufactory
2169
+ type = manpower
2170
+ value = 1
2171
+ }
2172
+ if = {
2173
+ limit = {
2174
+ owner = {
2175
+ has_estate_privilege = estate_nobles_development_of_castles
2176
+ }
2177
+ NOT = { has_province_modifier = estate_nobles_development_of_castles_ramparts_mod }
2178
+ }
2179
+ add_province_modifier = {
2180
+ name = estate_nobles_development_of_castles_ramparts_mod
2181
+ duration = -1
2182
+ }
2183
+ }
2184
+ }
2185
+
2186
+ on_destroyed = {
2187
+ if = {
2188
+ limit = { has_province_modifier = per_reinforced_defenses }
2189
+ remove_province_modifier = per_reinforced_defenses
2190
+ }
2191
+ remove_dev_from_building = {
2192
+ building = manufactory
2193
+ type = manpower
2194
+ value = 1
2195
+ }
2196
+ if = {
2197
+ limit = {
2198
+ has_province_modifier = estate_nobles_development_of_castles_ramparts_mod
2199
+ }
2200
+ remove_province_modifier = estate_nobles_development_of_castles_ramparts_mod
2201
+ }
2202
+ }
842
2203
  ai_will_do = {
843
2204
  factor = 1
2205
+ modifier = {
2206
+ factor = 0
2207
+ from = { num_of_loans = 3 }
2208
+ }
2209
+ modifier = {
2210
+ factor = 20
2211
+ has_terrain = mountain
2212
+ }
2213
+ modifier = {
2214
+ factor = 0
2215
+ from = { personality = ai_militarist }
2216
+ }
844
2217
  }
845
2218
  }
846
2219
 
@@ -864,6 +2237,49 @@ soldier_households = {
864
2237
  }
865
2238
  onmap = no
866
2239
  show_separate = yes # Means as a manufactory it will be shown according to the old way
2240
+ on_built = {
2241
+ add_development_from_building = {
2242
+ building = manufactory
2243
+ type = production
2244
+ value = 2
2245
+ }
2246
+ add_dev_from_building = {
2247
+ building = manufactory
2248
+ type = manpower
2249
+ value = 1
2250
+ }
2251
+ if = {
2252
+ limit = {
2253
+ FROM = {
2254
+ has_government_attribute = improved_military_buildings
2255
+ }
2256
+ }
2257
+ add_province_modifier = {
2258
+ name = wei_suo_system_reform_soldier_households_modifier
2259
+ duration = -1
2260
+ }
2261
+ }
2262
+ }
2263
+ on_destroyed = {
2264
+ remove_development_from_building = {
2265
+ building = manufactory
2266
+ type = production
2267
+ value = 2
2268
+ }
2269
+ remove_dev_from_building = {
2270
+ building = manufactory
2271
+ type = manpower
2272
+ value = 1
2273
+ }
2274
+ if = {
2275
+ limit = {
2276
+ has_province_modifier = wei_suo_system_reform_soldier_households_modifier
2277
+ }
2278
+ remove_province_modifier = wei_suo_system_reform_soldier_households_modifier
2279
+ }
2280
+ }
2281
+ on_obsolete = {
2282
+ }
867
2283
 
868
2284
  ai_will_do = {
869
2285
  factor = 1
@@ -888,12 +2304,42 @@ impressment_offices = {
888
2304
 
889
2305
  modifier = {
890
2306
  local_sailors = 250
2307
+ ship_recruit_speed = -0.1
2308
+ local_ship_cost = -0.05
891
2309
  }
892
2310
  bonus_modifier = {
893
2311
  local_sailors = 250
2312
+ ship_recruit_speed = -0.1
2313
+ local_ship_cost = -0.05
894
2314
  }
895
2315
  onmap = no
896
2316
  show_separate = yes # Means as a manufactory it will be shown according to the old way
2317
+ on_built = {
2318
+ add_development_from_building = {
2319
+ building = impressment_offices
2320
+ type = manpower
2321
+ value = 2
2322
+ }
2323
+ add_dev_from_building = {
2324
+ building = impressment_offices
2325
+ type = manpower
2326
+ value = 1
2327
+ }
2328
+ }
2329
+ on_destroyed = {
2330
+ remove_development_from_building = {
2331
+ building = impressment_offices
2332
+ type = manpower
2333
+ value = 2
2334
+ }
2335
+ remove_dev_from_building = {
2336
+ building = impressment_offices
2337
+ type = manpower
2338
+ value = 1
2339
+ }
2340
+ }
2341
+ on_obsolete = {
2342
+ }
897
2343
 
898
2344
  ai_will_do = {
899
2345
  factor = 1
@@ -944,13 +2390,34 @@ state_house = {
944
2390
  modifier = {
945
2391
  statewide_governing_cost = -0.2
946
2392
  min_local_autonomy = -5
2393
+ local_governing_cost = -0.15
2394
+ local_governing_cost_increase = -10
2395
+ allowed_num_of_buildings = 1
947
2396
  }
948
2397
  bonus_modifier = {
949
2398
  statewide_governing_cost = -0.2
950
2399
  min_local_autonomy = -5
2400
+ local_governing_cost = -0.15
2401
+ local_governing_cost_increase = -10
951
2402
  }
952
2403
  onmap = no
953
2404
  show_separate = yes # Means as a manufactory it will be shown according to the old way
2405
+ on_built = {
2406
+ add_development_from_building = {
2407
+ building = state_house
2408
+ type = tax
2409
+ value = 2
2410
+ }
2411
+ }
2412
+ on_destroyed = {
2413
+ remove_development_from_building = {
2414
+ building = state_house
2415
+ type = tax
2416
+ value = 2
2417
+ }
2418
+ }
2419
+ on_obsolete = {
2420
+ }
954
2421
 
955
2422
  ai_will_do = {
956
2423
  factor = 1
common/buildings/01_nativebuildings.txt CHANGED
@@ -20,7 +20,7 @@
20
20
 
21
21
 
22
22
  native_earthwork = {
23
- cost = 50
23
+ cost = 100
24
24
  time = 12
25
25
  build_trigger = {
26
26
  owner = { government = native }
@@ -30,6 +30,7 @@ native_earthwork = {
30
30
  }
31
31
  modifier = {
32
32
  local_defensiveness = 0.25
33
+ local_hostile_movement_speed = -0.25
33
34
  }
34
35
  government_specific = yes
35
36
 
@@ -43,7 +44,7 @@ native_earthwork = {
43
44
  }
44
45
 
45
46
  native_palisade = {
46
- cost = 50
47
+ cost = 200
47
48
  time = 12
48
49
  build_trigger = {
49
50
  owner = { government = native }
@@ -69,7 +70,7 @@ native_palisade = {
69
70
  }
70
71
 
71
72
  native_fortified_house = {
72
- cost = 50
73
+ cost = 200
73
74
  time = 12
74
75
  build_trigger = {
75
76
  owner = { government = native }
@@ -78,7 +79,7 @@ native_fortified_house = {
78
79
  owner = { government = native }
79
80
  }
80
81
  modifier = {
81
- land_forcelimit = 10
82
+ land_forcelimit = 5
82
83
  }
83
84
  one_per_country = yes
84
85
  government_specific = yes
@@ -95,7 +96,7 @@ native_fortified_house = {
95
96
 
96
97
 
97
98
  native_ceremonial_fire_pit = {
98
- cost = 50
99
+ cost = 200
99
100
  time = 12
100
101
  build_trigger = {
101
102
  owner = { government = native }
@@ -105,6 +106,7 @@ native_ceremonial_fire_pit = {
105
106
  }
106
107
  modifier = {
107
108
  advisor_cost = -0.50
109
+ monthly_reform_progress_building = 0.2
108
110
  }
109
111
  one_per_country = yes
110
112
  government_specific = yes
@@ -119,7 +121,7 @@ native_ceremonial_fire_pit = {
119
121
  }
120
122
 
121
123
  native_irrigation = {
122
- cost = 50
124
+ cost = 200
123
125
  time = 12
124
126
  build_trigger = {
125
127
  owner = { government = native }
@@ -128,7 +130,7 @@ native_irrigation = {
128
130
  owner = { government = native }
129
131
  }
130
132
  modifier = {
131
- local_tax_modifier = 0.5
133
+ tribal_development_growth = 0.01
132
134
  }
133
135
  government_specific = yes
134
136
 
@@ -142,7 +144,7 @@ native_irrigation = {
142
144
  }
143
145
 
144
146
  native_storehouse = {
145
- cost = 50
147
+ cost = 100
146
148
  time = 12
147
149
  build_trigger = {
148
150
  owner = { government = native }
@@ -165,7 +167,7 @@ native_storehouse = {
165
167
  }
166
168
 
167
169
  native_longhouse = {
168
- cost = 50
170
+ cost = 100
169
171
  time = 12
170
172
  build_trigger = {
171
173
  owner = { government = native }
@@ -174,9 +176,9 @@ native_longhouse = {
174
176
  owner = { government = native }
175
177
  }
176
178
  modifier = {
177
- tax_income = 1
179
+ monthly_reform_progress_building = 0.1
180
+ local_governing_cost = -0.25
178
181
  }
179
- one_per_country = yes
180
182
  government_specific = yes
181
183
 
182
184
  ai_will_do = {
@@ -189,7 +191,7 @@ native_longhouse = {
189
191
  }
190
192
 
191
193
  native_sweat_lodge = {
192
- cost = 50
194
+ cost = 200
193
195
  time = 12
194
196
  build_trigger = {
195
197
  owner = { government = native }
@@ -213,7 +215,7 @@ native_sweat_lodge = {
213
215
  }
214
216
 
215
217
  native_great_trail = {
216
- cost = 50
218
+ cost = 100
217
219
  time = 12
218
220
  build_trigger = {
219
221
  owner = { government = native }
@@ -238,7 +240,7 @@ native_great_trail = {
238
240
 
239
241
 
240
242
  native_three_sisters_field = {
241
- cost = 50
243
+ cost = 100
242
244
  time = 12
243
245
  build_trigger = {
244
246
  owner = { government = native }