#building_name = #{ # # Effects ## percentage_score = { gold = 0 prestige = 1 piety = 0 }# where 1.01 = 1% # percentage_build_time_bonus = 0.5 ## percentage_build_time = 0.9 #This example means 10% faster # percentage_attrition = 0.1 # percentage_speed = 0.1 # percentage_assasination_success = 5.0 # percentage_transportation_cost = 0.5 # periodic_score = { gold = 0 prestige = 1 piety = 0 } # periodic_loyalty = { peasants = 0.01 burghers = 0.01 clergy = 0 nobles = 0 } # loyalty_bonus = { peasants = 0.1 burghers = 0.4 clergy = 0 nobles = 0 } # pillage = { gold = 10 prestige = 0 piety = -20 } # onetime_loyalty_bonus = { peasants = 0 burghers = 0 clergy = 0.1 nobles = 0 } # onetime_bonus = { gold = 0 prestige = 20 piety = 0 } # require_coastal = yes # demense = 0.01 //lower demense penalty # additional_return_on_investment = 0.01 used to tweak AI province improvement building and does not affect income # # # Requirements # // CTerrainTuple _allowableTerrain; # // CLawsTuple _requiredLaws; # required_province_improvements = { fishing_wharf = yes sawmill = yes } ## required_advances = { missile_barrage = yes drilled_pikers = yes } # mountain = no, hills = no, forest = no, plains = no, march = no, desert = no # prohibiting_province_improvements = { watermills = yes } # minimum_income = 15; # required_tier = duchy # require_capital = yes #} ###################################################################### # several tweaks to improvements made by Chris Stone April 02/04 # - added support cost to castles # - reduced cathedral support cost slightly # - changed royal post to demesne = 0.8 since it appears to be working in reverse in previous version # more twaeks made April 25/04 # - reverted to previous RP setting since works differently than previously thought # - changed support cost of religious structures as they are additive, not substitutive ####################################################################### fishing_wharf = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 6 lasting_effects = { percentage_score = { gold = 1.05 } percentage_transportation_cost = 0.9 pillage_score = { gold = 1 } } require_coastal = yes additional_return_on_investment = 0.1 } civilian_harbour = { cost = { gold = 100 prestige = 0 piety = 0 } construction_time = 12 required_advances = { large_ship_building = yes } upgradeable = yes lasting_effects = { percentage_score = { gold = 1.03 } percentage_transportation_cost = 0.66 pillage_score = { gold = 1 } } require_coastal = yes additional_return_on_investment = 0.02 #advance spread benefit } naval_harbour = { cost = { gold = 200 prestige = 0 piety = 0 } construction_time = 24 required_province_improvements = { civilian_harbour = yes } minimum_income = 10 upgradeable = yes lasting_effects = { percentage_score = { gold = 1.01 } percentage_transportation_cost = 0.33 pillage_score = { gold = 2 } } require_coastal = yes additional_return_on_investment = 0.01 #advance spread benefit } grand_shipyard = { cost = { gold = 500 prestige = 0 piety = 0 } construction_time = 36 required_province_improvements = { naval_harbour = yes } minimum_income = 15 lasting_effects = { percentage_transportation_cost = 0.15 percentage_score = { gold = 1.05 } periodic_score = { prestige = 1 } pillage_score = { gold = 2 } } desert = no require_coastal = yes additional_return_on_investment = 0.01 #advance spread benefit } sawmill = { cost = { gold = 175 prestige = 0 piety = 0 } construction_time = 9 required_province_improvements = { forestry = yes } lasting_effects = { percentage_score = { gold = 1.05 } percentage_build_time = 0.95 pillage_score = { gold = 2 } } mountain = no plains = no march = no desert = no additional_return_on_investment = 0.01 #decreased build times } forestry = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 6 lasting_effects = { percentage_score = { gold = 1.05 } percentage_build_time = 0.95 pillage_score = { gold = 1 } } march = no desert = no additional_return_on_investment = 0.1 } smithy = { cost = { gold = 175 prestige = 0 piety = 0 } construction_time = 9 required_advances = { ironworks = yes } upgradeable = yes lasting_effects = { percentage_score = { gold = 1.04 } pillage_score = { gold = 2 } } } armory = { cost = { gold = 250 prestige = 0 piety = 0 } construction_time = 18 required_advances = { cast_iron = yes black_coal = yes } required_province_improvements = { smithy = yes } minimum_income = 10 lasting_effects = { percentage_score = { gold = 1.1 } pillage_score = { gold = 4 } } } mine = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 6 required_advances = { coalpit = yes } upgradeable = yes lasting_effects = { periodic_score = { gold = 1 } pillage_score = { gold = 1 } } } improved_mine = { cost = { gold = 100 prestige = 0 piety = 0 } construction_time = 12 required_advances = { percussion_drilling = yes } required_province_improvements = { mine = yes } lasting_effects = { periodic_score = { gold = 1 } pillage_score = { gold = 2 } } forest = no plains = no march = no desert = no } watermills = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { waterwheel = yes } lasting_effects = { percentage_score = { gold = 1.04 } pillage_score = { gold = 1 } } mountain = no desert = no } windmills = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { windwheel = yes } lasting_effects = { percentage_score = { gold = 1.04 } pillage_score = { gold = 1 } } mountain = no forest = no } cheese_dairy = { cost = { gold = 100 prestige = 0 piety = 0 } construction_time = 12 required_advances = { cows = yes } lasting_effects = { percentage_score = { gold = 1.1 } pillage_score = { gold = 2 } } desert = no } brewery = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { sugerrefinery = yes } lasting_effects = { periodic_score = { gold = 1 } pillage_score = { gold = 1 } } desert = no } dyeworks = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { clothmaking = yes } lasting_effects = { periodic_score = { gold = 1 } pillage_score = { gold = 1 } } } glassworks = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { glassblowing = yes } lasting_effects = { periodic_score = { gold = 1 } pillage_score = { gold = 1 } } } spinningmill = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { clothmaking = yes } lasting_effects = { percentage_score = { gold = 1.04 } pillage_score = { gold = 1 } } } tilefactory = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { stonepit = yes } lasting_effects = { percentage_score = { gold = 1.04 } percentage_build_time = 0.9 pillage_score = { gold = 1 } } additional_return_on_investment = 0.02 #descreased build times plus allows several structures } library = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 12 required_advances = { the_seven_liberal_arts = yes } onetime_bonus = { prestige = 25 } lasting_effects = { #periodic_research_bonus (+) percentage_score = { gold = 1.05 } pillage_score = { gold = 1 piety = -2 } } } school = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { monastic_schools = yes } onetime_bonus = { prestige = 25 } lasting_effects = { #character_skill_bonus (+) percentage_score = { gold = 0.95 } #periodic_score = { gold = -1 } pillage_score = { gold = 1 piety = -2 } } additional_return_on_investment = 0.06 #bonus to character education outcome } traininggrounds = { cost = { gold = 75 prestige = 0 piety = 0 } construction_time = 6 lasting_effects = { speed = 1.1 supportable = 100 pillage_score = { gold = 1 } } additional_return_on_investment = 0.02 #recruitment } templar_house = { cost = { gold = 175 prestige = 0 piety = 0 } construction_time = 18 required_province_improvements = { monastery = yes } onetime_bonus = { piety = 25 } lasting_effects = { #increase chance of conversion if province has different religion #advance_dispersal (+) periodic_loyalty = { nobles = 0.001 } percentage_score = { gold = 0.95 } # periodic_score = { gold = -1 } supportable = 200 pillage_score = { gold = 2 piety = -2 } } additional_return_on_investment = 0.07 #recruitment and loyalty bonus } university = { cost = { gold = 300 prestige = 0 piety = 0 } construction_time = 24 required_advances = { universities = yes } required_province_improvements = { school = yes } minimum_income = 15 onetime_bonus = { prestige = 50 } lasting_effects = { #periodic_research_bonus (++) percentage_score = { gold = 0.90 } periodic_score = { prestige = 1 } # periodic_score = { gold = -2 } pillage_score = { gold = 4 piety = -2 } } additional_return_on_investment = 0.12 #advance spread bonus } waracademy = { cost = { gold = 200 prestige = 0 piety = 0 } construction_time = 15 required_province_improvements = { traininggrounds = yes } minimum_income = 15 lasting_effects = { speed = 1.1 percentage_score = { gold = 0.95 } periodic_score = { prestige = 1 } supportable = 200 pillage_score = { gold = 3 } } additional_return_on_investment = 0.05 #early game recruitment imperative } moneylenders = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { local_merchant_houses = yes } lasting_effects = { periodic_score = { piety = -2 } percentage_score = { gold = 1.1 } periodic_loyalty = {burghers = 0.001 clergy = -0.001 } pillage_score = { gold = 2 piety = 5 } } additional_return_on_investment = -0.05 #event dangers associated with this structure } monastery = { cost = { gold = 100 prestige = 0 piety = 0 } construction_time = 12 required_advances = { monastic_schools = yes } required_province_improvements = { tilefactory = yes } onetime_bonus = { piety = 25 } lasting_effects = { percentage_score = { gold = 1.05 } pillage_score = { gold = 2 piety = -5 } } } church = { cost = { gold = 75 prestige = 0 piety = 0 } construction_time = 12 required_province_improvements = { tilefactory = yes } required_advances = { brickwork_structures = yes basilican_structures = yes } onetime_bonus = { piety = 10 } lasting_effects = { periodic_loyalty = { peasants = 0.001 } percentage_score = { gold = 0.97 } periodic_score = { piety = 1 } pillage_score = { gold = 1 piety = -5 } } additional_return_on_investment = 0.02 #loyalty bonus } large_church = { cost = { gold = 150 prestige = 0 piety = 0 } construction_time = 18 required_province_improvements = { tilefactory = yes church = yes } required_advances = { romanesque_vaulting = yes } onetime_bonus = { piety = 25 } lasting_effects = { periodic_loyalty = {peasants = 0.002 clergy = 0.001 } percentage_score = { gold = 0.96 } periodic_score = { piety = 1 } # periodic_score = { gold = -1 } pillage_score = { gold = 2 piety = -5 } } additional_return_on_investment = 0.05 #loyalty bonus } domed_church = { cost = { gold = 300 prestige = 0 piety = 0 } construction_time = 30 required_province_improvements = { tilefactory = yes large_church = yes } required_advances = { cylindrical_structures = yes } minimum_income = 10 onetime_bonus = { piety = 50 } lasting_effects = { periodic_loyalty = {peasants = 0.002 clergy = 0.002 } percentage_score = { gold = 0.95 } periodic_score = { piety = 1 } # periodic_score = { gold = -1 } pillage_score = { gold = 3 piety = -5 } } additional_return_on_investment = 0.05 #loyalty bonus } cathedral = { cost = { gold = 500 prestige = 0 piety = 0 } construction_time = 60 required_province_improvements = { tilefactory = yes domed_church = yes } required_advances = { gothic_buttresses = yes } minimum_income = 15 onetime_bonus = { piety = 100 } lasting_effects = { periodic_loyalty = {peasants = 0.003 clergy = 0.003 } percentage_score = { gold = 0.90 } periodic_score = { piety = 1 } periodic_score = { prestige = 1 } # periodic_score = { gold = -2 } pillage_score = { gold = 4 piety = -5 } } additional_return_on_investment = 0.08 #loyalty bonus } theater = { cost = { gold = 200 prestige = 0 piety = 0 } construction_time = 12 minimum_income = 15 required_advances = { miracle_plays = yes } onetime_bonus = { prestige = 50 } lasting_effects = { periodic_loyalty = { peasants = 0.001 clergy = 0.001 burghers = 0.001 nobles = 0.001 } percentage_score = { gold = 0.90 } periodic_score = { prestige = 1 } # periodic_score = { gold = -2 } pillage_score = { gold = 4 } } additional_return_on_investment = 0.11 #loyalty bonuses } grand_palace = { cost = { gold = 750 prestige = 0 piety = 0 } construction_time = 60 minimum_income = 15 onetime_bonus = { prestige = 200 } lasting_effects = { demesne = 0.3 periodic_loyalty = { nobles = 0.002 } percentage_score = { gold = 0.95 } periodic_score = { prestige = 1 } supportable = 500 pillage_score = { gold = 10 } } additional_return_on_investment = 0.05 #demesne bonus } roadnet = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 required_advances = { road_building = yes } lasting_effects = { tolls = 1.05 percentage_speed = 1.25 attrition = -0.1 #advance_dispersal (+) pillage_score = { gold = 1 } } additional_return_on_investment = 0.15 #advance spread bonus } extensive_roadnet = { cost = { gold = 200 prestige = 0 piety = 0 } construction_time = 18 required_advances = { road_building = yes } required_province_improvements = { roadnet = yes } lasting_effects = { tolls = 1.1 percentage_speed = 1.2 #advance_dispersal (+) supportable = 20 attrition = -0.2 pillage_score = { gold = 2 } percentage_build_time = 0.975 } mountain = no march = no forest = no desert = no additional_return_on_investment = 0.1 #advance spread bonus } royal_post = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 12 lasting_effects = { demesne = 0.2 periodic_loyalty = { burghers = 0.002 } periodic_loyalty = { nobles = 0.002 } percentage_score = { gold = 0.95 } # periodic_score = { gold = -1 } pillage_score = { gold = 1 } } additional_return_on_investment = 0.06 #demesne bonus } court_of_justice = { cost = { gold = 50 prestige = 0 piety = 0 } construction_time = 9 lasting_effects = { periodic_loyalty = { burghers = 0.002 } percentage_score = { gold = 0.90 } # periodic_score = { gold = -2 } pillage_score = { gold = 1 piety = -2 } } additional_return_on_investment = 0.1 } hill_fort = { cost = { gold = 100 prestige = 0 piety = 0 } construction_time = 12 required_advances = { hill_fort = yes } upgradeable = yes lasting_effects = { supportable = 250 percentage_score = { gold = 0.98 } pillage_score = { gold = 1 } } additional_return_on_investment = 0.03 } small_castle = { cost = { gold = 250 prestige = 0 piety = 0 } construction_time = 18 required_province_improvements = { hill_fort = yes } required_advances = { small_castle = yes } upgradeable = yes onetime_bonus = { prestige = 25 } lasting_effects = { supportable = 500 percentage_score = { gold = 0.98 } pillage_score = { gold = 1 } } additional_return_on_investment = 0.03 } medium_castle = { cost = { gold = 750 prestige = 0 piety = 0 } construction_time = 30 required_province_improvements = { small_castle = yes } required_advances = { medium_castle = yes } upgradeable = yes onetime_bonus = { prestige = 50 } lasting_effects = { supportable = 1000 periodic_loyalty = { nobles = 0.002 } percentage_score = { gold = 0.97 } pillage_score = { gold = 1 } } additional_return_on_investment = 0.04 } large_castle = { cost = { gold = 1500 prestige = 0 piety = 0 } construction_time = 42 required_province_improvements = { medium_castle = yes } required_advances = { large_castle = yes } upgradeable = yes onetime_bonus = { prestige = 75 } lasting_effects = { supportable = 2500 periodic_loyalty = { nobles = 0.002 } percentage_score = { gold = 0.97 } pillage_score = { gold = 1 } } additional_return_on_investment = 0.04 } huge_castle = { cost = { gold = 2500 prestige = 0 piety = 0 } construction_time = 60 required_province_improvements = { large_castle = yes } required_advances = { huge_castle = yes } onetime_bonus = { prestige = 150 } lasting_effects = { supportable = 10000 periodic_loyalty = { nobles = 0.003 } percentage_score = { gold = 0.95 } periodic_score = { prestige = 1 } pillage_score = { gold = 1 } } mountain = no #note that attrition will make a large castele pretty nasty in these lands anyway march = no desert = no additional_return_on_investment = 0.06 } thieves_guild = { lasting_effects = { percentage_score = { gold = 0.75 } percentage_score = { prestige = 0.98 } percentage_assasination_success = 1.5 pillage_score = { gold = -5 } } mountain = no hills = no forest = no plains = no march = no desert = no } smugglers_ring = { lasting_effects = { percentage_score = { gold = 0.75 } percentage_score = { prestige = 0.98 } periodic_loyalty = { peasants = -0.002 } pillage_score = { gold = -5 } } mountain = no hills = no forest = no plains = no march = no desert = no } highway_robber_band = { lasting_effects = { percentage_score = { gold = 0.75 } percentage_score = { prestige = 0.98 } periodic_loyalty = { burghers = -0.002 } attrition = 0.02 # 2% extra attrition pillage_score = { gold = -5 } } mountain = no hills = no forest = no plains = no march = no desert = no }