fort = {
# Wall quality, gives fortlevel
fo_wall_q_1 = {
desc = fo_wall_q_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
gold_cost = 50
build_time = 182
fort_level = 0.5
ai_creation_factor = 80
extra_tech_building_start = 1.0
}
fo_wall_q_2 = {
desc = fo_wall_q_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
upgrades_from = fo_wall_q_1
prerequisites = { fo_wall_1 }
gold_cost = 50
build_time = 182
fort_level = 0.5
ai_creation_factor = 79
extra_tech_building_start = 0.6
}
fo_wall_q_3 = {
desc = fo_wall_q_3_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
upgrades_from = fo_wall_q_2
gold_cost = 50
build_time = 182
fort_level = 0.5
ai_creation_factor = 78
extra_tech_building_start = 0.2
}
fo_wall_q_4 = {
desc = fo_wall_q_4_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 }
upgrades_from = fo_wall_q_3
gold_cost = 100
build_time = 365
fort_level = 1.0
ai_creation_factor = 77
extra_tech_building_start = 0.2
}
fo_wall_q_5 = {
desc = fo_wall_q_5_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7 }
upgrades_from = fo_wall_q_4
gold_cost = 100
build_time = 365
fort_level = 1.0
ai_creation_factor = 76
extra_tech_building_start = 0.2
}
#Walls, gives fortlevel, levysize and income
fo_wall_1 = {
desc = fo_wall_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
gold_cost = 50
build_time = 365
fort_level = 0.5
garrison_size = 0.05
tax_income = 1
ai_creation_factor = 90
extra_tech_building_start = 1.0
}
fo_wall_2 = {
desc = fo_wall_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
upgrades_from = fo_wall_1
gold_cost = 50
build_time = 547 #1.5y
fort_level = 0.5
garrison_size = 0.1
tax_income = 1
ai_creation_factor = 89
extra_tech_building_start = 0.2
}
fo_wall_3 = {
desc = fo_wall_3_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
upgrades_from = fo_wall_2
gold_cost = 100
build_time = 730 #2y
fort_level = 1.0
garrison_size = 0.15
tax_income = 1
ai_creation_factor = 88
extra_tech_building_start = 0.2
}
#Keeps, gives levy and garrison size
fo_keep_1 = {
desc = fo_keep_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 547 #1.5y
garrison_size = 0.05
ai_creation_factor = 102
extra_tech_building_start = 1.0
}
fo_keep_2 = {
desc = fo_keep_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
prerequisites = { fo_wall_1 }
upgrades_from = fo_keep_1
gold_cost = 200
build_time = 730 #2y
garrison_size = 0.10
ai_creation_factor = 101
extra_tech_building_start = 2.0
}
fo_keep_3 = {
desc = fo_keep_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
prerequisites = { fo_wall_2 }
upgrades_from = fo_keep_2
gold_cost = 300
build_time = 1095 #3y
garrison_size = 0.15
ai_creation_factor = 100
extra_tech_building_start = 1.0
}
# Militia barracks, gives light infantry and archers.
fo_militia_barracks_1 = {
desc = fo_militia_barracks_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 100
build_time = 365
garrison_size = 0.1
ai_creation_factor = 100
extra_tech_building_start = 1.0
}
fo_militia_barracks_2 = {
desc = fo_militia_barracks_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
prerequisites = { fo_wall_1 }
upgrades_from = fo_militia_barracks_1
gold_cost = 120
build_time = 547
garrison_size = 0.1
ai_creation_factor = 99
extra_tech_building_start = 2.0
}
fo_militia_barracks_3 = {
desc = fo_militia_barracks_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
upgrades_from = fo_militia_barracks_2
gold_cost = 200
build_time = 1095
garrison_size = 0.1
ai_creation_factor = 98
extra_tech_building_start = 0.5
}
fo_militia_barracks_4 = {
desc = fo_militia_barracks_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 7 }
upgrades_from = fo_militia_barracks_3
gold_cost = 300
build_time = 1095
garrison_size = 0.1
ai_creation_factor = 98
extra_tech_building_start = 0.5
}
#Training grounds, gives morale and reinforce rate
fo_training_grounds_1 = {
desc = fo_training_grounds_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
prerequisites = { fo_wall_2 }
gold_cost = 200
build_time = 730
land_morale = 0.1
levy_reinforce_rate = 0.1
retinuesize = 20
ai_creation_factor = 89
extra_tech_building_start = 1.2
}
fo_training_grounds_2 = {
desc = fo_training_grounds_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
upgrades_from = fo_training_grounds_1
gold_cost = 250
build_time = 1095
land_morale = 0.15
levy_reinforce_rate = 0.15
retinuesize = 20
ai_creation_factor = 88
extra_tech_building_start = 0.5
}
fo_training_grounds_3 = {
desc = fo_training_grounds_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 6 }
upgrades_from = fo_training_grounds_2
gold_cost = 300
build_time = 2190
land_morale = 0.2
levy_reinforce_rate = 0.2
retinuesize = 20
ai_creation_factor = 88
extra_tech_building_start = 0.2
}
# Barracks, gives heavy infantry and pikemen
fo_barracks_1 = {
desc = fo_barracks_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 100
build_time = 365
garrison_size = 0.1
ai_creation_factor = 105
extra_tech_building_start = 1.0
}
fo_barracks_2 = {
desc = fo_barracks_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
prerequisites = { fo_wall_1 }
upgrades_from = fo_barracks_1
gold_cost = 120
build_time = 547
garrison_size = 0.1
ai_creation_factor = 104
extra_tech_building_start = 1.8
}
fo_barracks_3 = {
desc = fo_barracks_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
prerequisites = { fo_wall_2 }
upgrades_from = fo_barracks_2
gold_cost = 200
build_time = 730
garrison_size = 0.1
ai_creation_factor = 103
extra_tech_building_start = 3.0
}
#Stable, gives light fovalry and some heavy fovalry
fo_stable_1 = {
desc = fo_stable_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 100
build_time = 365
garrison_size = 0.1
ai_creation_factor = 89
extra_tech_building_start = 0.4
}
fo_stable_2 = {
desc = fo_stable_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
prerequisites = { fo_wall_1 }
upgrades_from = fo_stable_1
gold_cost = 120
build_time = 547
garrison_size = 0.1
ai_creation_factor = 88
extra_tech_building_start = 0.8
}
fo_stable_3 = {
desc = fo_stable_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
prerequisites = { fo_wall_2 }
upgrades_from = fo_stable_2
gold_cost = 200
build_time = 730
garrison_size = 0.1
ai_creation_factor = 87
extra_tech_building_start = 0.2
}
#fostle town, gives income
fo_town_1 = {
desc = fo_town_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 100
build_time = 365
tax_income = 1
ai_creation_factor = 100
extra_tech_building_start = 0.5
}
fo_town_2 = {
desc = fo_town_2_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
prerequisites = { fo_wall_1 }
upgrades_from = fo_town_1
gold_cost = 120
build_time = 547
tax_income = 1
ai_creation_factor = 99
extra_tech_building_start = 1.0
}
fo_town_3 = {
desc = fo_town_3_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
prerequisites = { fo_wall_2 }
upgrades_from = fo_town_2
gold_cost = 200
build_time = 730
tax_income = 1
ai_creation_factor = 98
extra_tech_building_start = 0.2
}
}