﻿##########
# Duchy Capital Buildings
# These are built in the first barony of the first county of any duchy
# Holding the associated duchy is required both to build, and for the buildings to be enabled
##########

military_academy_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_burhs
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.25
	}
	
	duchy_capital_county_modifier = {
		monthly_county_control_change_add = 0.1
		build_speed = -0.1
		development_growth_factor = 0.05
	}
	
	next_building = military_academy_02
	
	type_icon = "icon_building_military_academy.dds"

	type = duchy_capital
	
	ai_value = {
		base = 5
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

military_academy_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = 0.5
	}
	
	duchy_capital_county_modifier = {
		monthly_county_control_change_add = 0.15
		build_speed = -0.15
		development_growth_factor = 0.10
	}
	
	next_building = military_academy_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

military_academy_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		knight_limit = 3
		knight_effectiveness_mult = 0.75
	}
	
	duchy_capital_county_modifier = {
		monthly_county_control_change_add = 0.2
		build_speed = -0.2
		development_growth_factor = 0.15
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
	}
}

march_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_burhs
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	duchy_capital_county_modifier = {
		supply_limit_mult = 0.25
		levy_reinforcement_rate = 0.25
		garrison_size = 0.4
		hostile_raid_time = 1.5
		defender_advantage = normal_building_advantage_tier_2
		fort_level = normal_building_fort_level_tier_1
		development_growth_factor = 0.05
	}
	
	next_building = march_02

	type_icon = "icon_building_march.dds"
	
	type = duchy_capital
	
	ai_value = {
		base = 5
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

march_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	duchy_capital_county_modifier = {
		supply_limit_mult = 0.5
		levy_reinforcement_rate = 0.5
		garrison_size = 0.8
		hostile_raid_time = 3
		defender_advantage = normal_building_advantage_tier_3
		fort_level = normal_building_fort_level_tier_2
		development_growth_factor = 0.10
	}
	
	next_building = march_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

march_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	duchy_capital_county_modifier = {
		supply_limit_mult = 1
		levy_reinforcement_rate = 1
		garrison_size = 1.2
		hostile_raid_time = 4.5
		defender_advantage = normal_building_advantage_tier_4
		fort_level = normal_building_fort_level_tier_3
		development_growth_factor = 0.15
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
	}
}

siege_works_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_burhs
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	character_modifier = {
		siege_weapon_siege_value_mult = 0.2
		siege_weapon_toughness_add = 2
		siege_phase_time = -0.05
	}
	duchy_capital_county_modifier = {
		fort_level = normal_building_fort_level_tier_1
		build_speed = -0.15
		build_gold_cost = -0.15
		development_growth_factor = 0.05
	}
	
	next_building = siege_works_02

	type_icon = "icon_building_siege_works.dds"
	
	type = duchy_capital
	
	ai_value = {
		base = 2
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

siege_works_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		siege_weapon_siege_value_mult = 0.3
		siege_weapon_toughness_add = 4
		siege_phase_time = -0.10
	}
	duchy_capital_county_modifier = {
		fort_level = normal_building_fort_level_tier_2
		build_speed = -0.2
		build_gold_cost = -0.2
		development_growth_factor = 0.10
	}
	
	next_building = siege_works_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

siege_works_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		siege_weapon_siege_value_mult = 0.3
		siege_weapon_toughness_add = 6
		siege_phase_time = -0.15
	}
	duchy_capital_county_modifier = {
		fort_level = normal_building_fort_level_tier_3
		build_speed = -0.25
		build_gold_cost = -0.25
		development_growth_factor = 0.15
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

royal_armory_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_burhs
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	character_modifier = {
		levy_size = 0.03
	}
	
	duchy_capital_county_modifier = {
		levy_size = 0.3
		hostile_raid_time = 1
		levy_reinforcement_rate = 0.3
		development_growth_factor = 0.05
	}
	
	next_building = royal_armory_02

	type_icon = "icon_building_royal_armory.dds"
	
	type = duchy_capital
	
	ai_value = {
		base = 5
		modifier = {
			add = -25
				OR = {
					has_building_or_higher = military_camps_01
					has_building_or_higher = watchtowers_01
			}
		}
		modifier = {
			factor = 7
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_skirmish_tradition
				}
			}
		}
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

royal_armory_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	
	character_modifier = {
		levy_size = 0.07
	}
	
	duchy_capital_county_modifier = {
		levy_size = 0.4
		hostile_raid_time = 1.5
		levy_reinforcement_rate = 0.4
		development_growth_factor = 0.10
	}
	
	next_building = royal_armory_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

royal_armory_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	
	character_modifier = {
		levy_size = 0.10
	}
	
	duchy_capital_county_modifier = {
		levy_size = 0.5
		hostile_raid_time = 2
		levy_reinforcement_rate = 0.5
		development_growth_factor = 0.15
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

jousting_lists_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_burhs
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	character_modifier = {
		heavy_cavalry_damage_mult = 0.10
		heavy_cavalry_toughness_mult = 0.10
		light_cavalry_damage_mult = 0.10
		light_cavalry_toughness_mult = 0.10
		light_cavalry_screen_mult = 0.10
		light_cavalry_pursuit_mult = 0.10
		men_at_arms_maintenance = 0.10
	}
	duchy_capital_county_modifier = {
		build_speed = -0.1
		development_growth_factor = 0.05
	}
	
	next_building = jousting_lists_02

	type_icon = "icon_building_jousting_lists.dds"
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			add = -5
			OR = {
			has_building_or_higher = barracks_01
			has_building_or_higher = outposts_01
			has_building_or_higher = military_camps_01
			}
		}
		modifier = {
			factor = 25
			scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_heavy_cavalry_tradition
						has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
		modifier = {
			factor = 5
			OR = {
			
			has_building_or_higher = pastures_01
			has_building_or_higher = hunting_grounds_01
			}
		}
		modifier = {
			factor = 5
			OR = {
			has_building_or_higher = elephant_pens_01
			has_building_or_higher = regimental_grounds_01
			}
		}
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

jousting_lists_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		heavy_cavalry_damage_mult = 0.2
		heavy_cavalry_toughness_mult = 0.2
		light_cavalry_damage_mult = 0.2
		light_cavalry_toughness_mult = 0.2
		light_cavalry_screen_mult = 0.2
		light_cavalry_pursuit_mult = 0.2
		men_at_arms_maintenance = 0.2
	}
	duchy_capital_county_modifier = {
		build_speed = -0.15
		development_growth_factor = 0.10
	}
	
	next_building = jousting_lists_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

jousting_lists_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		heavy_cavalry_damage_mult = 0.3
		heavy_cavalry_toughness_mult = 0.3
		light_cavalry_damage_mult = 0.3
		light_cavalry_toughness_mult = 0.3
		light_cavalry_screen_mult = 0.3
		light_cavalry_pursuit_mult = 0.3
		men_at_arms_maintenance = 0.3
	}
	duchy_capital_county_modifier = {
		build_speed = -0.2
		development_growth_factor = 0.15
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

blacksmiths_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_burhs
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	character_modifier = {
		pikemen_damage_mult = 0.1
		pikemen_toughness_mult = 0.1
		heavy_infantry_damage_mult = 0.1
		heavy_infantry_toughness_mult = 0.1
		men_at_arms_maintenance = 0.1
	}
	duchy_capital_county_modifier = {
		build_speed = -0.1
		development_growth_factor = 0.05
	}
	
	next_building = blacksmiths_02

	type_icon = "icon_building_blacksmiths.dds"
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			add = -5
			OR = {
				has_building_or_higher = camel_farms_01
				has_building_or_higher = elephant_pens_01
				has_building_or_higher = watchtowers_01
				has_building_or_higher = military_camps_01
			}
		}
		modifier = {
			factor = 25
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_infantry_tradition
						has_innovation = innovation_sane_spearmen_tradition
				}
			}
		}
		modifier = {
			factor = 5
			has_building_or_higher = barracks_01
		}
		modifier = {
			factor = 5
			has_building_or_higher = regimental_grounds_01
		}
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

blacksmiths_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		pikemen_damage_mult = 0.2
		pikemen_toughness_mult = 0.2
		heavy_infantry_damage_mult = 0.2
		heavy_infantry_toughness_mult = 0.2
		men_at_arms_maintenance = 0.2
	}
	duchy_capital_county_modifier = {
		build_speed = -0.15
		development_growth_factor = 0.10
	}
	
	next_building = blacksmiths_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

blacksmiths_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		pikemen_damage_mult = 0.3
		pikemen_toughness_mult = 0.3
		heavy_infantry_damage_mult = 0.3
		heavy_infantry_toughness_mult = 0.3
		men_at_arms_maintenance = 0.3
	}
	duchy_capital_county_modifier = {
		build_speed = -0.2
		development_growth_factor = 0.15
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

archery_ranges_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_burhs
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	character_modifier = {
		archers_damage_mult = 0.1
		archers_toughness_mult = 0.1
		skirmishers_screen_mult = 0.1
		skirmishers_damage_mult = 0.1
		skirmishers_toughness_mult = 0.1
		skirmishers_pursuit_mult = 0.1
		men_at_arms_maintenance = 0.1
	}
	duchy_capital_county_modifier = {
		build_speed = -0.15
		development_growth_factor = 0.05
	}
	
	next_building = archery_ranges_02

	type_icon = "icon_building_royal_hunting_grounds.dds"
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			add = -5
			OR = {
				has_building_or_higher = barracks_01
				has_building_or_higher = regimental_grounds_01
				has_building_or_higher = elephant_pens_01
				has_building_or_higher = camel_farms_01
			}
		}
		modifier = {
			factor = 25
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_skirmish_tradition
						has_innovation = innovation_sane_archery_tradition
						has_innovation = innovation_sane_horse_archery_tradition
				}
			}
		}
		modifier = {
			factor = 5
			has_building_or_higher = watchtowers_01
		}
		modifier = {
			factor = 5
			has_building_or_higher = military_camps_01
		}
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

archery_ranges_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		archers_damage_mult = 0.2
		archers_toughness_mult = 0.2
		skirmishers_screen_mult = 0.2
		skirmishers_damage_mult = 0.2
		skirmishers_toughness_mult = 0.2
		skirmishers_pursuit_mult = 0.2
		men_at_arms_maintenance = 0.2
	}
	duchy_capital_county_modifier = {
		build_speed = -0.20
		development_growth_factor = 0.10
	}
	
	next_building = archery_ranges_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

archery_ranges_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		archers_damage_mult = 0.3
		archers_toughness_mult = 0.3
		skirmishers_screen_mult = 0.3
		skirmishers_damage_mult = 0.3
		skirmishers_toughness_mult = 0.3
		skirmishers_pursuit_mult = 0.3
		men_at_arms_maintenance = 0.3
	}
	duchy_capital_county_modifier = {
		build_speed = -0.25
		development_growth_factor = 0.15
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

tax_assessor_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	duchy_capital_county_modifier = {
		tax_mult = 0.15
		county_opinion_add = 3
		build_speed = -0.15
		build_gold_cost = -0.15
		development_growth_factor = 0.10
	}
	
	next_building = tax_assessor_02

	type_icon = "icon_building_tax_assessor.dds"
	
	type = duchy_capital
	
	ai_value = {
		base = 1
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

tax_assessor_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_windmills
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	duchy_capital_county_modifier = {
		tax_mult = 0.3
		county_opinion_add = 4
		build_speed = -0.2
		build_gold_cost = -0.2
		development_growth_factor = 0.15
	}
	
	next_building = tax_assessor_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

tax_assessor_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_cranes
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	duchy_capital_county_modifier = {
		tax_mult = 0.5
		county_opinion_add = 5
		build_speed = -0.25
		build_gold_cost = -0.25
		development_growth_factor = 0.20
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

leisure_palace_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	character_modifier = {
		dread_baseline_add = 10
		monthly_prestige_gain_mult = 0.05
		stress_loss_mult = 0.15
		owned_hostile_scheme_success_chance_add = 5
		owned_personal_scheme_success_chance_add = 5
	}
	
	duchy_capital_county_modifier = {
		monthly_county_control_change_factor = 0.2
		monthly_county_control_change_add = 0.2
	}
	
	province_modifier = {
		monthly_income = 1
		build_speed = -0.1
	}
	
	next_building = leisure_palace_02

	type_icon = "icon_building_leisure_palace.dds"
	
	type = duchy_capital
	
	ai_value = {
		base = 1
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

leisure_palace_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_windmills
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		dread_baseline_add = 15
		monthly_prestige_gain_mult = 0.1
		stress_loss_mult = 0.25
		owned_hostile_scheme_success_chance_add = 10
		owned_personal_scheme_success_chance_add = 10
	}
	
	duchy_capital_county_modifier = {
		monthly_county_control_change_factor = 0.4
		monthly_county_control_change_add = 0.3
	}
	
	province_modifier = {
		monthly_income = 2
		build_speed = -0.15
	}
	
	next_building = leisure_palace_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

leisure_palace_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_cranes
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		dread_baseline_add = 20
		monthly_prestige_gain_mult = 0.15
		stress_loss_mult = 0.35
		owned_hostile_scheme_success_chance_add = 15
		owned_personal_scheme_success_chance_add = 15
	}
	
	duchy_capital_county_modifier = {
		monthly_county_control_change_factor = 0.6
		monthly_county_control_change_add = 0.4
	}
	
	province_modifier = {
		monthly_income = 3
		build_speed = -0.2
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

royal_forest_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
		NOR = {
			terrain = steppe
			terrain = desert
			terrain = oasis
			terrain = desert_mountains
			terrain = mountains
			terrain = wetlands
		}
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_2_cost
	
	duchy_capital_county_modifier = {
		county_opinion_add = 10
		development_growth = 0.1
	}
	province_modifier = {
		monthly_income = good_building_tax_tier_2
	}
	
	next_building = royal_forest_02

	type_icon = "icon_building_royal_forest.dds"
	
	type = duchy_capital
	
	ai_value = {
		base = 1
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

royal_forest_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_windmills
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	duchy_capital_county_modifier = {
		county_opinion_add = 15
		development_growth = 0.2
	}
	province_modifier = {
		monthly_income = good_building_tax_tier_3
	}
	
	next_building = royal_forest_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}

royal_forest_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_cranes
		}
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	duchy_capital_county_modifier = {
		county_opinion_add = 20
		development_growth = 0.3
	}
	province_modifier = {
		monthly_income = good_building_tax_tier_4
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder = { NOT = {exists = liege} }
		}
		modifier = { 
			factor = 2
			duchy = {is_capital_barony = yes}	
		}
		
	}
}