# Building/Influence Overhaul
# Bribed (Level 1): First stage of controlling a resource. Quick and cheap to do with small reward. 1 week, 10 gold. +1 light_infantry.
# Influenced (Level 2): Second stage of controlling a resource. Moderate time, moderate cost with moderate reward. 1 month, 50 gold. +10 .
# Ghouled (Additional Level 2.G): For vampires only and costs province blood. Quick and cheap to do with large reward. 1 week, 10 gold, +100 light_infantry. But costs 1 province blood every month,
# and has a trigger of a high province blood to do. Provides an early influence game boost to vampires.
# Controlled (Level 3): Third stage of controlling a resource. Large time, large cost with large reward. 1 year, 400 gold. +100 light_infantry
# Conditioned (Additional Level 3.C): For vampires with Dominate IV. Large time, moderate cost with a large reward. 6 months, 250 gold. +75 light_infantry. This will give Ventrue a substantial
# late game edge over other vampires in influencing society.
# Not all building/influence will have these options and paths; but most will
# Example of levels for a Brothel
# Bribed Whore (Level 1)
# Influenced Pimp (Level 2)
# Ghouled Madam (Level 2.G)
# Controlled Brothel (Level 3)
# Conditioned Whores (Level 3.C)
# Kinds of buildings
# Brothel: add province blood, add monthly gold
# Tavern: add province blood, add monthly gold, light infantry
# Night Watch of the City Guard: add pikemen, helps masquerade
# Smugglers: add ships, monthly gold, light infantry
# Haven: add fort level, garrison
# Elysium: reduces vampire frenzy, helps masquerade
# Kennels: adds heavy_infantry, leading to hellhounds
# Sculptor: for Gargoyles
# Stables: adds calvary, leading to nightmares
# Silversmith: give a damage bonus against werewolves
# Street gang: adds light infantry, add monthly gold, add influence spread, add economic influence points
city = {
# Basic safe haven
ct_haven_1 = {
desc = ct_haven_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
gold_cost = 75
build_time = 365
fort_level = 0.5
ai_creation_factor = 80
extra_tech_building_start = 1.0
add_number_to_name = no
}
ct_haven_2 = {
desc = ct_haven_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
upgrades_from = ct_haven_1
gold_cost = 125
build_time = 400
fort_level = 0.5
garrison_size = 0.05
ai_creation_factor = 79
extra_tech_building_start = 0.0
add_number_to_name = no
}
ct_haven_3 = {
desc = ct_haven_3_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
upgrades_from = ct_haven_2
gold_cost = 200
build_time = 750
fort_level = 0.5
garrison_size = 0.10
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
ct_haven_4 = {
desc = ct_haven_4_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
upgrades_from = ct_haven_3
gold_cost = 300
build_time = 1000
fort_level = 0.5
garrison_size = 0.10
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
ct_haven_5 = {
desc = ct_haven_5_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
upgrades_from = ct_haven_2
gold_cost = 400
build_time = 1250
fort_level = 0.5
garrison_size = 0.10
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Brothel
# Bribed Whore (Level 1)
ct_brothel_1 = {
desc = ct_brothel_1_desc
trigger = { TECH_TRADE_PRACTICES = 0 }
gold_cost = 10
build_time = 7
tax_income = 1
light_infantry = 1
ai_creation_factor = 99
extra_tech_building_start = 0.0
# +1 province blood
add_number_to_name = no
}
# Influenced Pimp (Level 2)
ct_brothel_2 = {
desc = ct_brothel_2_desc
upgrades_from = ct_brothel_1
trigger = { TECH_TRADE_PRACTICES = 1 }
gold_cost = 50
build_time = 30
tax_income = 2
light_infantry = 2
ai_creation_factor = 98
extra_tech_building_start = 0.0
# +5 province blood
add_number_to_name = no
}
# Ghouled Madame (Level 3.B)
ct_brothel_2g = {
desc = ct_brothel_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ct_brothel_2 }
trigger = { TECH_TRADE_PRACTICES = 1 }
gold_cost = 10
build_time = 7
tax_income = 3
light_infantry = 1
ai_creation_factor = 96
extra_tech_building_start = 0.0
# +9 province blood (+10 province blood, -1 for ghoul)
add_number_to_name = no
}
# Controlled Brothel (Level 3)
ct_brothel_3 = {
desc = ct_brothel_3_desc
upgrades_from = ct_brothel_2
trigger = { TECH_TRADE_PRACTICES = 2 }
gold_cost = 400
build_time = 356
tax_income = 3
light_infantry = 5
ai_creation_factor = 95
extra_tech_building_start = 0.0
# +10 province blood
add_number_to_name = no
}
# Conditioned Whores (Level 3.C)
ct_brothel_3c = {
desc = ct_brothel_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ct_brothel_3 }
trigger = { TECH_TRADE_PRACTICES = 3 }
gold_cost = 250
build_time = 180
tax_income = 3
light_infantry = 2
ai_creation_factor = 97
extra_tech_building_start = 0.0
# +9 province blood
add_number_to_name = no
}
# Night Watch of the City Guard
# Bribed Night Watchman (Level 1)
ct_nightwatch_1 = {
desc = ct_nightwatch_1_desc
trigger = { TECH_CITY_CONSTRUCTION = 0 }
gold_cost = 10
build_time = 7
pikemen = 1
garrison_size = 0.01
ai_creation_factor = 99
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Influenced Night Watch Sergeant (Level 2)
ct_nightwatch_2 = {
desc = ct_nightwatch_2_desc
upgrades_from = ct_nightwatch_1
trigger = { TECH_CITY_CONSTRUCTION = 0 }
gold_cost = 50
build_time = 30
pikemen = 10
garrison_size = 0.05
ai_creation_factor = 98
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Ghouled Night Watch Commander (Level 3.B)
ct_nightwatch_2g = {
desc = ct_nightwatch_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ct_nightwatch_2 }
trigger = { TECH_CITY_CONSTRUCTION = 1 }
gold_cost = 10
build_time = 7
pikemen = 50
heavy_infantry = 5
archers = 5
garrison_size = 0.10
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Night Watch(Level 3)
ct_nightwatch_3 = {
desc = ct_nightwatch_3_desc
upgrades_from = ct_nightwatch_2
trigger = { TECH_CITY_CONSTRUCTION = 2 }
gold_cost = 400
build_time = 356
pikemen = 100
heavy_infantry = 10
archers = 10
garrison_size = 0.10
ai_creation_factor = 95
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Conditioned Night Watch (Level 3.C)
ct_nightwatch_3c = {
desc = ct_nightwatch_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ct_nightwatch_3 }
trigger = { TECH_CITY_CONSTRUCTION = 3 }
gold_cost = 250
build_time = 180
pikemen = 50
garrison_size = 0.09
heavy_infantry = 5
archers = 5
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Tavern
# Bribed Drunk (Level 1)
ct_tavern_1 = {
desc = ct_tavern_1_desc
trigger = { TECH_CITY_CONSTRUCTION = 0 }
gold_cost = 9
build_time = 7
light_infantry = 1
ai_creation_factor = 99
extra_tech_building_start = 0.0
# +1 province blood
add_number_to_name = no
}
# Influenced Bartender (Level 2)
ct_tavern_2 = {
desc = ct_tavern_2_desc
upgrades_from = ct_tavern_1
trigger = { TECH_CITY_CONSTRUCTION = 0 }
gold_cost = 50
build_time = 30
tax_income = 2
light_infantry = 3
ai_creation_factor = 98
extra_tech_building_start = 0.0
# +4 province blood
add_number_to_name = no
}
# Ghouled Tavern Owner (Level 3.B)
ct_tavern_2g = {
desc = ct_tavern_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ct_tavern_2 }
trigger = { TECH_TRADE_PRACTICES = 2 }
gold_cost = 10
build_time = 7
tax_income = 3
light_infantry = 3
ai_creation_factor = 96
extra_tech_building_start = 0.0
# +8 province blood (+9 province blood, -1 for ghoul)
add_number_to_name = no
}
# Controlled Tavern (Level 3)
ct_tavern_3 = {
desc = ct_tavern_3_desc
upgrades_from = ct_tavern_2
trigger = { TECH_TRADE_PRACTICES = 2 }
gold_cost = 400
build_time = 356
tax_income = 3
light_infantry = 5
ai_creation_factor = 95
extra_tech_building_start = 0.0
# +9 province blood
add_number_to_name = no
}
# Conditioned Tavern (Level 3.C)
ct_tavern_3c = {
desc = ct_tavern_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ct_tavern_3 }
trigger = { TECH_TRADE_PRACTICES = 3 }
gold_cost = 250
build_time = 180
tax_income = 3
light_infantry = 3
ai_creation_factor = 97
extra_tech_building_start = 0.0
# +8 province blood
add_number_to_name = no
}
# Smuggler
# Bribed Smuggler (Level 1)
ct_smuggler_1 = {
desc = ct_smuggler_1_desc
trigger = { TECH_NAVAL = 0 }
port = yes
gold_cost = 9
build_time = 7
light_infantry = 1
galleys = 1
tax_income = 0.5
ai_creation_factor = 80
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Influenced Smuggler Ring (Level 2)
ct_smuggler_2 = {
desc = ct_smuggler_2_desc
upgrades_from = ct_smuggler_1
trigger = { TECH_NAVAL = 1 }
port = yes
gold_cost = 50
build_time = 30
galleys = 5
tax_income = 1
light_infantry = 5
ai_creation_factor = 79
extra_tech_building_start = 0.0
# +4 province blood
add_number_to_name = no
}
# Ghouled Pirate Lord (Level 2.G)
ct_smuggler_2g = {
desc = ct_smuggler_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ct_smuggler_2 }
trigger = { TECH_NAVAL = 1 }
port = yes
gold_cost = 10
build_time = 7
tax_income = 3
light_infantry = 10
galleys = 10
ai_creation_factor = 77
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Pirate Fleet (Level 3)
ct_smuggler_3 = {
desc = ct_smuggler_3_desc
upgrades_from = ct_smuggler_2
trigger = { TECH_NAVAL = 2 }
port = yes
gold_cost = 400
build_time = 356
tax_income = 3
light_infantry = 10
galleys = 10
ai_creation_factor = 76
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Conditioned Pirates (Level 3.C)
ct_smuggler_3c = {
desc = ct_smuggler_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ct_smuggler_3 }
trigger = { TECH_NAVAL = 3 }
port = yes
gold_cost = 250
build_time = 180
tax_income = 3
light_infantry = 9
galleys = 9
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Street Gang
# Bribed Thief (Level 1)
ct_streetgang_1 = {
desc = ct_streetgang_1_desc
trigger = { TECH_TRADE_PRACTICES = 0 }
gold_cost = 10
build_time = 7
light_infantry = 1
garrison_size = 0.01
tax_income = 0.5
tech_growth_modifier = 0.1
ai_creation_factor = 99
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Influenced Street Gang Lieutenant (Level 2)
ct_streetgang_2 = {
desc = ct_streetgang_2_desc
upgrades_from = ct_streetgang_1
trigger = { TECH_TRADE_PRACTICES = 0 }
gold_cost = 50
build_time = 30
tax_income = 1
tech_growth_modifier = 0.3
economy_techpoints = 0.04
light_infantry = 5
garrison_size = 0.02
ai_creation_factor = 98
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Ghouled Street Gang Boss (Level 2.G )
ct_streetgang_2g = {
desc = ct_streetgang_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = ct_streetgang_2
trigger = { TECH_TRADE_PRACTICES = 1 }
gold_cost = 10
build_time = 7
light_infantry = 25
tax_income = 2
tech_growth_modifier = 0.3
economy_techpoints = 0.04
archers = 5
garrison_size = 0.05
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Street Gang(Level 3)
ct_streetgang_3 = {
desc = ct_streetgang_3_desc
upgrades_from = ct_streetgang_2
trigger = { TECH_TRADE_PRACTICES = 2 }
gold_cost = 400
build_time = 356
tax_income = 2
tech_growth_modifier = 0.3
economy_techpoints = 0.04
light_infantry = 50
archers = 5
garrison_size = 0.05
ai_creation_factor = 95
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Conditioned Street Gang (Level 3.C)
ct_streetgang_3c = {
desc = ct_streetgang_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ct_streetgang_2g }
trigger = { TECH_TRADE_PRACTICES = 3 }
gold_cost = 250
build_time = 180
tax_income = 1
tech_growth_modifier = 0.2
economy_techpoints = 0.03
light_infantry = 20
archers = 4
garrison_size = 0.04
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Elysium
ct_elysium_1 = {
desc = ct_elysium_1_desc
potential = {
FROM = {
trait = vampire
}
}
trigger = { TECH_NOBLE_CUSTOMS = 1 }
gold_cost = 75
build_time = 365
ai_creation_factor = 80
diplomacy = 1
monthly_character_prestige = 0.50
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Nosferatu Warrens
ct_nosferatu_warrens_1 = {
desc = ct_nosferatu_warrens_1_desc
potential = {
FROM = {
trait = nosferatu
}
}
trigger = { TECH_CONSTRUCTION = 1 }
gold_cost = 75
build_time = 365
ai_creation_factor = 80
fort_level = 0.5
intrigue = 1
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Hellhound Kennel
ct_hellhound_kennel_1 = {
desc = ct_hellhound_kennel_1_desc
potential = {
FROM = {
trait = vampire
OR = {
trait = animalism_1
trait = animalism_2
trait = animalism_3
trait = animalism_4
trait = animalism_5
}
}
}
trigger = { TECH_RECRUITMENT = 1 }
gold_cost = 75
build_time = 365
ai_creation_factor = 80
fort_level = 0.5
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Kinfolk
# Discovered Kinfolk (Level 1)
ct_Kinfolk_1 = {
desc = ct_Kinfolk_1_desc
potential = {
FROM = {
trait = werewolf
}
}
trigger = { TECH_LIGHT_INFANTRY = 0 }
gold_cost = 10
build_time = 7
light_infantry = 1
ai_creation_factor = 99
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Influenced Kinfolk Sergeant (Level 2)
ct_Kinfolk_2 = {
desc = ct_Kinfolk_2_desc
potential = {
FROM = {
trait = werewolf
}
}
upgrades_from = ct_Kinfolk_1
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 50
build_time = 30
light_infantry = 10
archers = 5
ai_creation_factor = 98
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Kinfolk Werewolf Cult (Level 2.G)
ct_Kinfolk_2c = {
desc = ct_Kinfolk_2c_desc
potential = {
FROM = {
trait = werewolf
}
}
prerequisites = { ct_Kinfolk_2 }
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 10
build_time = 30
archers = 25
light_infantry = 50
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Kinfolk(Level 3)
ct_Kinfolk_3 = {
desc = ct_Kinfolk_3_desc
potential = {
FROM = {
trait = werewolf
}
}
upgrades_from = ct_Kinfolk_2
trigger = { TECH_LIGHT_INFANTRY = 2 }
gold_cost = 400
build_time = 356
light_infantry = 50
archers = 25
ai_creation_factor = 95
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Dominated Kinfolk (Level 3.C)
ct_Kinfolk_3d = {
desc = ct_Kinfolk_3d_desc
potential = {
FROM = {
trait = werewolf
trait = gift_Dominace_5
}
}
prerequisites = { ct_Kinfolk_3 }
trigger = { TECH_LIGHT_INFANTRY = 3 }
gold_cost = 250
build_time = 180
archers = 20
light_infantry = 40
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
}