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CFH1985

Second Lieutenant
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Code:
some_buildings = {
    desc = some_building_desc
    trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
    gold_cost = 50
    build_time = 100
    add_number_to_name = no
    ai_creation_factor = 120
    extra_tech_building_start = 100

    liege_prestige = 1

    prerequisites = {
        ca_keep_1
    }

    potential = {
        OR = {
        some conditions
        has_building = some_building
        }
    }
}
 
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Rockphed

Uncultured Barbarian
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Code:
some_buildings = {
    desc = some_building_desc
    trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
    gold_cost = 50
    build_time = 100
    add_number_to_name = no
    ai_creation_factor = 120
    extra_tech_building_start = 100

    liege_prestige = 1

    prerequisites = {
        ca_keep_1
    }

    potential = {
        OR = {
        some conditions
        has_building = some_building
        }
    }
}
I was asking if there was a way to do it without using extra_tech_building_start = YUGE. Ah, well, I guess that particular mod is ill advised.

Though I looked at it more carefully and found that the only cities that got an arsenal were in the capital county of the merchant republic. Except for the actual capital they were not upgradable. I didn't check if they were active.
 

CFH1985

Second Lieutenant
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  • Crusader Kings II: Charlemagne
I was asking if there was a way to do it without using extra_tech_building_start = YUGE. Ah, well, I guess that particular mod is ill advised.

Though I looked at it more carefully and found that the only cities that got an arsenal were in the capital county of the merchant republic. Except for the actual capital they were not upgradable. I didn't check if they were active.
yeah, just remove/alter that line. This is something I lifted directly from my own mod, the only bit which was important was the potential block
 

swampy111

Second Lieutenant
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Quick question here. Is it impossible to overwrite way_of_life_decisions.txt? Because I already put an empty file with the same name in my mod, and the vanilla one's still at the bottom!

*edit: I feel like an idiot. My mod was being overwritten by another XD
 
Last edited:

Silversweeeper

Ichi no Hito
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Can anyone see a reason why the character below wouldn't be a Bhikkhu (i.e. Buddhist monk) starting in the Stamford Bridge start?

Code:
1000010035 = {
    name = "Kakuen"
    dynasty = 1000027001 # Fujiwara
    religion = buddhist
    trait = mahayana_buddhist
    culture = japanese
    trait = amaterasu_descendant
    father = 1000009957 # Fujiwara Yorimichi
    # Mother was Fujiwara Masako/Gishi, daughter of Fujiwara Yorinari
    trait = child_of_consort
    1031.1.1 = {
        birth = yes
        add_trait = bhikkhu
    }
    1098.5.19 = {
        death = yes
    }
}
 

Lord Asgar

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There is a is_holy_site condition, but it apparently only works if you name specific faiths for it to be a holy site of. Is there any way you could still check if a title is just a holy site to any faith, without making an exhaustive list of them?
 

KazzTheVoidbringer

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Oct 8, 2020
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Good evening, mod people.

I am trying to create a mod for additional upgrade slots in great works for each stage, from 2 to 5.

Can anyone tell me what I am doing wrong?

Thanks.

Code:
#####################################################################
############################ INDEX ##################################
#####################################################################
### ANYONE ADDING WONDERS: Keep this updated, please!
###
### Template:
###
###        wonder_example_name = {
###            picture = GFX_something
###            model = GFX_something
###            default_picture_stage = 3
###            allow_construction = yes
###            is_in_water = no
###            allow_coastal = no
###            show_model = yes
###            background_overrides = {
###                jungle = fields
###                forest = jungle
###            }
###            potential = {
###            }
###            active = {
###            }
###            available_upgrades = {
###            }
###            flags = {
###            }
###            stage = {
###                allow = {
###
###                }
###                build_time = 600
###                restore_time = 90
###                loot_time = 10
###                gold_cost_flat = 1000
###                gold_cost_ticking = 2
###                restore_cost_flat = 427
###                restore_cost_ticking = 3
###                upgrade_slots = {
###
###                }
###                local_modifier = {
###
###                }
###                owner_modifier = {
###
###                }
###            }
###        }
###


# (Note: Names are reference points, but likely displayed differently in game)
# Scopes: ROOT is the character, FROMFROM the wonder and FROMFROMFROM the province.

################### Available Wonders #############################

#### 1. TEMPLES
# 1A. Cathedral    ................... wonder_cathedral
# 1B. Great Mosque ................    wonder_mosque
# 1C. Great Synagogue ............. wonder_synagogue
# 1D. Great (Pagan) Temple ........    wonder_temple_pagan
# 1E. Great Buddhist Temple ....... wonder_temple_buddhist
# 1F. Great Hindu Temple .......... wonder_temple_hindu

#### 2. STATUES
# 2A. Ruler Statue ................    wonder_statue_ruler
# 2B. Statue of your horse ........    wonder_statue_horse

#### 3. FORTIFICATIONS
# 3A. Grand Fortress ..............    wonder_fortress
# 3B. Underground city ............    wonder_underground_city
# 3C. Mercantile Walls ............    wonder_wall
# 3D. Great Harbor ................    wonder_harbor
# 3E. Great Lighthouse ............    wonder_lighthouse

#### 4. CULTURE/RECREATION
# 4A. Grand Amphitheater ..........    wonder_amphitheater
# 4B. Royal Palace ................    wonder_palace
# 4C. Magnificent Gardens .........    wonder_garden

#### 5. LEARNING
# 5A. Grand University ............    wonder_university
# 5B. Grand Library................ wonder_library

#### 6. RELIGIOUS (MISC)
# 6A. Grand Mausoleum .............    wonder_mausoleum
# 6B. Pyramid .....................    wonder_pyramid
# 6C. Stonehenge ..................    wonder_pagan_stones
# 6D. Aztec Pyramid ...............    wonder_aztec_pyramid


################# Historical/Pre-existing Wonders #################

# A1. Pyramid of Giza .............    wonder_pyramid_giza
# A2. Stonehenge ..................    wonder_pagan_stones_stonehenge
# A3. Mausoleum of Halicarnassus ..    wonder_mausoleum_halicarnassus
# A4. Lighthouse of Alexandria ....    wonder_lighthouse_alexandria
# A5. Wonder Temple Hindu Konark ..    wonder_temple_hindu_konark
# A6. Apostolic Palace ............    wonder_apostolic_palace
# A7. House of Wisdom .............    wonder_house_of_wisdom
# A8. Petra .......................    wonder_underground_city_petra
# A9. Hagia Sophia ................ wonder_cathedral_hagia_sophia
# A10.Notre Dame .................. wonder_cathedral_notre_dame

###################################################################

##################################################
################# 1. TEMPLES  ####################
##################################################

# 1A. Cathedral
wonder_cathedral = {
    picture = GFX_wonder_strip_cathedral
    model = wonder_cathedral
    potential = {
        religion_group = christian
    }
    active = {
        ROOT = {
            religion_group = christian
        }
    }
    flags = {
        holy_building
        inspires_piety
        is_destructible
        cost_medium
        gives_artifact
        gives_artifact_bells
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_gargoyles
        upgrade_bells
        upgrade_stained_glass_window
        upgrade_relic_tomb
        upgrade_grand_basilica
        upgrade_catacombs
        upgrade_giant_cross
        upgrade_bells_golden

        #
        upgrade_torture_chamber
        upgrade_historical_mural

        # OTHER:
         upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 100
        loot_time = 6
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.05
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2200
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2400
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2600
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 1
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
            monthly_character_piety = 0.2
        }
    }
}

# 1B. Great Mosque
wonder_mosque = {
    picture = GFX_wonder_strip_mosque
    model = wonder_mosque
    potential = {
        religion_group = muslim
    }
    active = {
        ROOT = {
            religion_group = muslim
        }
    }
    flags = {
        holy_building
        inspires_piety
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_minaret
        upgrade_open_courtyard
        upgrade_dome
        upgrade_lamps_hanging
        upgrade_soup_kitchen
        upgrade_school_mosque
        upgrade_hostel
        upgrade_custodian_of_the_mosque

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 6
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.05
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2200
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2400
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2600
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
            monthly_character_piety = 0.2
        }
    }
}

# 1C. Great Temple (Jewish)
wonder_synagogue = {
    picture = GFX_wonder_strip_jewish_temple
    potential = {
        religion_group = jewish_group
    }
    active = {
        ROOT = {
            religion_group = jewish_group
        }
    }
    flags = {
        holy_building
        inspires_piety
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_tallest_building
        upgrade_garden_outer
        upgrade_holy_ark
        upgrade_decorations
        upgrade_choir_rooms
        upgrade_school_synagogue

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.05
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2200
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_piety = 0.1
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2400
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_piety = 0.2
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2600
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_piety = 0.2
            monthly_character_prestige = 0.2
        }
    }
}

# 1D. Great (Pagan) Temple
wonder_temple_pagan = {
    picture = GFX_wonder_strip_temple
    model = wonder_temple
    potential = {
        religion_group = pagan_group
        is_reformed_religion = yes
    }
    active = {
        ROOT = {
            religion_group = pagan_group
            is_reformed_religion = yes
        }
    }
    flags = {
        holy_building
        inspires_piety
        burial_ground
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_statue_god
        upgrade_temple_guards
        upgrade_sacrificial_altar
        upgrade_sacred_grove
        upgrade_prophecy_rooms
        upgrade_temple_precinct
        upgrade_inner_sanctuary
        upgrade_custodian_of_temple

        # OTHER:
         upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 6
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2200
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2400
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 3
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2600
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 3
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.3
            monthly_character_piety = 0.1
        }
    }
}

# 1D. Great Buddhist Temple
wonder_temple_buddhist = {
    picture = GFX_wonder_strip_buddhist_temple
    potential = {
        religion = buddhist
    }
    active = {
        ROOT = {
            religion = buddhist
        }
    }
    flags = {
        holy_building
        inspires_piety
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_chaitya-grihas
        upgrade_gompa
        upgrade_bodhi_tree
        upgrade_cave_complex
        upgrade_vihara
        upgrade_school_buddhist
        upgrade_relic_stupa
        upgrade_commerative_stupa
        upgrade_symbolic_stupa
        upgrade_votive_stupa

        # OTHER:
         upgrade_roads
        upgrade_watchtower_network
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2000
        gold_cost_ticking = 5
        restore_time = 150
        loot_time = 12
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.5
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2200
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 12
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2400
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 12
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2600
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.3
        }
    }
}

# 1F. Great Hindu Temple
wonder_temple_hindu = {
    picture = GFX_wonder_strip_hindu_temple
    potential = {
        religion = hindu
    }
    active = {
        ROOT = {
            religion = hindu
        }
    }
    flags = {
        holy_building
        inspires_piety
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_high_gopura
        upgrade_shikhara
        upgrade_mandapa
        upgrade_temple_complex
        upgrade_school_hindu
        upgrade_hospital_hindu

        # OTHER:
         upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2000
        gold_cost_ticking = 5
        restore_time = 150
        loot_time = 12
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.05
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2200
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 12
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2400
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 12
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2600
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.3
        }
    }
}

##################################################
################# 2. STATUES  ####################
##################################################

# 2A. Ruler Statue
wonder_statue_ruler = {
    allow_coastal = yes
    picture = GFX_wonder_strip_ruler_statue
    model = wonder_statue
    potential = {
        NOT = {
            trait = humble
        }
        NOT = { religion = iconoclast }
        trigger_if = {
            limit = {
                religion_group = muslim
            }
            NOT = { trait = zealous }
        }
    }
    active = {
        ROOT = {
            NOT = { religion = iconoclast }
            trigger_if = {
                limit = {
                    religion_group = muslim
                }
                NOT = { trait = zealous }
            }
        }
    }
    flags = {
        statue
        inspires_greatness
        is_destructible
        cost_low
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_plating_bronze
        upgrade_plating_silver
        upgrade_plating_gold
        upgrade_statues_family
        upgrade_watcher_of_giants

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_golden_crown
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 100
        gold_cost_flat = 1500
        gold_cost_ticking = 4
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.005
        }
        owner_modifier = {
            monthly_character_prestige = 0.05
        }
    }
    stage = {
        allow = {
        }
        build_time = 200
        gold_cost_flat = 1700
        gold_cost_ticking = 4
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.005
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1900
        gold_cost_ticking = 4
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.005
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 400
        gold_cost_flat = 2100
        gold_cost_ticking = 4
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.005
        }
        owner_modifier = {
            monthly_character_prestige = 0.3
            short_reign_length = -1
        }
    }
}

# 2B. Statue of your horse
wonder_statue_horse = {
    picture = GFX_wonder_strip_horsestatue
    allow_coastal = yes
    potential = {
        OR = {
            trait = lunatic
            culture = horse
            government = nomadic_government
        }
        NOT = { religion = iconoclast }
        trigger_if = {
            limit = {
                religion_group = muslim
            }
            NOT = { trait = zealous }
        }
    }
    active = {
        ROOT = {
            OR = {
                trait = lunatic
                culture = horse
                government = nomadic_government
            }
            NOT = { religion = iconoclast }
            trigger_if = {
                limit = {
                    religion_group = muslim
                }
                NOT = { trait = zealous }
            }
        }
    }
    flags = {
        statue
        inspires_greatness
        is_destructible
        cost_low
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_plating_bronze
        upgrade_plating_silver
        upgrade_plating_gold
        upgrade_statues_family
        upgrade_stable
        upgrade_statues_animals

        upgrade_horse_graveyard

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 200
        gold_cost_flat = 1500
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1700
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 400
        gold_cost_flat = 1900
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 500
        gold_cost_flat = 2100
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            horse_opinion = 10
        }
    }
}

##################################################
############## 3. FORTIFICATIONS #################
##################################################

# 3A. Grand Fortress
wonder_fortress = {
    allow_coastal = yes
    picture = GFX_wonder_strip_grandfortress
    potential = {
    }
    active = {
    }
    flags = {
        defensive
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_armory
        upgrade_watch_tower
        upgrade_vault
        upgrade_moat_pit
        upgrade_moat_spike
        upgrade_moat_water
        upgrade_moat_bones
        upgrade_hidden_passageways
        upgrade_garden_inner
        upgrade_dueling_room

        #
        upgrade_torture_chamber
        upgrade_historical_mural

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_FORTIFICATIONS_CONSTRUCTION = 4
                TECH_CONSTRUCTION = 4
            }
        }
        build_time = 300
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 200
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            fort_level = 0.25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            court_size_maintenance_cost_modifier = -0.05
        }
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_FORTIFICATIONS_CONSTRUCTION = 4
                TECH_CONSTRUCTION = 4
            }
        }
        build_time = 400
        gold_cost_flat = 2100
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 200
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            fort_level = 0.25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            court_size_modifier = 5
        }
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_FORTIFICATIONS_CONSTRUCTION = 4
                TECH_CONSTRUCTION = 4
            }
        }
        build_time = 500
        gold_cost_flat = 2200
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            fort_level = 0.25
            siege_defence = 0.05
        }
        owner_modifier = {
            court_size_maintenance_cost_modifier = -0.05
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_FORTIFICATIONS_CONSTRUCTION = 4
                TECH_CONSTRUCTION = 4
            }
        }
        build_time = 600
        gold_cost_flat = 2300
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            fort_level = 0.5
            siege_defence = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            court_size_modifier = 5
        }
    }
}

# 3B. Underground city
wonder_underground_city = {
    picture = GFX_wonder_strip_undergroundcity
    show_model = no
    potential = {
        FROMFROMFROM = {
            OR = {
                terrain = desert
                terrain = mountain
            }
            any_neighbor_province = {
                OR = {
                    terrain = mountain
                    terrain = hills
                }
            }
        }
    }
    active = {
    }
    flags = {
        defensive
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_caves_natural
        upgrade_tunnels_travel
        upgrade_metal_mine_precious
        upgrade_dungeon
        upgrade_guardian_of_the_deep

        #
        upgrade_torture_chamber
        upgrade_historical_mural

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 200
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 200
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 2050
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 200
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 400
        gold_cost_flat = 2100
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            siege_defence = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 500
        gold_cost_flat = 200
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            siege_defence = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
}

# 3C. Great Walls
wonder_wall = {
    #Constructing massive city walls for your capital.
    picture = GFX_wonder_strip_grand_walls
    show_model = no
    potential = {
    }
    active = {
    }
    flags = {
        defensive
        is_destructible
        cost_high
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_walls_sea
        upgrade_studded_bastions
        upgrade_strategic_exclaves
        upgrade_soaring_fortresses
        upgrade_hidden_gates
        upgrade_gatehouse_forts
        upgrade_killing_fields
        upgrade_deep_defense_architecture
        upgrade_artificial_islands
        upgrade_wall_walker

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_FORTIFICATIONS_CONSTRUCTION = 4
                TECH_CONSTRUCTION = 4
            }
        }
        build_time = 300
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 200
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            fort_level = 0.25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_FORTIFICATIONS_CONSTRUCTION = 4
                TECH_CONSTRUCTION = 4
            }
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 200
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            fort_level = 0.25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_FORTIFICATIONS_CONSTRUCTION = 4
                TECH_CONSTRUCTION = 4
            }
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            fort_level = 0.25
            siege_defence = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_FORTIFICATIONS_CONSTRUCTION = 4
                TECH_CONSTRUCTION = 4
            }
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            fort_level = 0.5
            siege_defence = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
}


# 3D. Great Harbor
wonder_harbor = {
    picture = GFX_wonder_strip_harbour
    is_in_water = yes
    potential = {
        FROMFROMFROM = { is_coastal = yes }
    }
    active = {
    }
    flags = {
        defensive
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_cothon
        upgrade_piers
        upgrade_office_harbor
        upgrade_lighthouse
        upgrade_military_wharf
        upgrade_master_of_tides

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 250
        gold_cost_flat = 1900
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 100
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_tax_modifier = 0.025
            tradevalue = 25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 100
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_tax_modifier = 0.025
            tradevalue = 25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_tax_modifier = 0.025
            tradevalue = 25
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_tax_modifier = 0.025
            tradevalue = 25

        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            build_cost_modifier = -0.05
        }
    }
}

# 3E. Great Lighthouse
wonder_lighthouse = {
    picture = GFX_wonder_strip_lighthouse
    model = wonder_grand_lighthouse
    is_in_water = yes
    potential = {
        FROMFROMFROM = { is_coastal = yes }
    }
    active = {
    }
    flags = {
        defensive
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_treasure_chamber
        upgrade_giant_banners
        upgrade_lighthouse_custodian
        upgrade_royal_apartments

        upgrade_historical_mural

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1500
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_tax_modifier = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_tax_modifier = 0.1
            tradevalue = 50
        }
        owner_modifier = {
            monthly_character_prestige = 0.3
        }
    }
}

##################################################
############ 4. CULTURE/RECREATION ###############
##################################################

# 4A. Grand Amphitheater
wonder_amphitheater = {
    picture = GFX_wonder_strip_amphitheatre
    potential = {
        OR = {
            culture = roman
            culture = italian
            culture = greek
            religion = hellenic_pagan
            religion = hellenic_pagan_reformed
            has_religion_feature = religion_ritual_sacrifice
        }
        NOT = {
            has_religion_feature = religion_peaceful
        }
    }
    active = {
    }
    flags = {
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_naval_spectacle
        upgrade_animal_cages
        upgrade_hippodrome
        upgrade_training_academy
        upgrade_theater_stage
        upgrade_master_of_the_games

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 2500
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 100
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.01
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 100
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.01
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.01
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.01
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            same_religion_opinion = 1
        }
    }
}

# 4B. Royal Palace
wonder_palace = {
    allow_coastal = yes
    picture = GFX_wonder_strip_royalpalace
    potential = {
    }
    active = {
    }
    flags = {
        inspires_relaxing
        inspires_contentedness
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_throne_fancy
        upgrade_trap_door
        upgrade_royal_bedchamber
        upgrade_skull_throne
        upgrade_golden_throne
        upgrade_royal_custodian
        upgrade_automata_throne

        #
        upgrade_torture_chamber
        upgrade_brewery
        upgrade_historical_mural
        upgrade_dueling_room

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 315
        gold_cost_flat = 2600
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 100
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            retinuesize = 250
            monthly_character_prestige = 0.1
            court_size_modifier = 5
        }
    }
    stage = {
        allow = {
        }
        build_time = 315
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 100
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            retinuesize = 250
            monthly_character_prestige = 0.1
            court_size_maintenance_cost_modifier = -0.05
        }
    }
    stage = {
        allow = {
        }
        build_time = 315
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            retinuesize = 250
            monthly_character_prestige = 0.1
            court_size_modifier = 5
        }
    }
    stage = {
        allow = {
        }
        build_time = 200
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            retinuesize_perc = 0.2
            monthly_character_prestige = 0.1
            land_morale = 0.03
            court_size_maintenance_cost_modifier = -0.05
        }
    }
}

# 4C. Magnificent Gardens
wonder_garden = {
    picture = GFX_wonder_strip_gardens
    potential = {
    }
    active = {
    }
    flags = {
        inspires_relaxing
        cost_medium
    }
    background_overrides = {
        jungle = fields
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_fountains
        upgrade_fountain_of_youth
        upgrade_hanging_gardens
        upgrade_secluded_groves
        upgrade_hidden_burial
        upgrade_poisonous_flowers
        upgrade_herb_garden
        upgrade_statues_garden

        upgrade_vineyard
        upgrade_historical_mural

        upgrade_pet_graveyard

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_tower
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 100
        gold_cost_flat = 1800
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            disease_defence = 0.025
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 200
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            disease_defence = 0.025
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            disease_defence = 0.025
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            disease_defence = 0.025
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            health = 0.2
        }
    }
}

##################################################
################# 5. LEARNING ####################
##################################################

# 5A. Grand University
wonder_university = {
    picture = GFX_wonder_strip_university
    potential = {
        is_nomadic = no
        OR = {
            religion_group = christian
            religion_group = muslim
            religion_group = jewish_group
            religion_group = zoroastrian_group
            religion_group = indian_group
            religion_group = pagan_group
        }
        trigger_if = {
            limit = {
                religion_group = pagan_group
            }
            is_reformed_religion = yes
        }
    }
    active = {
        trigger_if = {
            limit = {
                religion_group = pagan_group
            }
            ROOT = {
                is_reformed_religion = yes
            }
        }
    }
    flags = {
        inspires_learning
        cost_high
        gives_artifact
        gives_artifact_book
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_great_seminars
        upgrade_wing_of_diplomacy
        upgrade_wing_of_martial
        upgrade_wing_of_stewardship
        upgrade_wing_of_intrigue
        upgrade_wing_of_learning
        upgrade_guardian_of_knowledge

        upgrade_historical_mural

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_CULTURE_FLEX = 3
                TECH_LEGALISM = 3
            }
        }
        build_time = 350
        gold_cost_flat = 1500
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_CULTURE_FLEX = 3
                TECH_LEGALISM = 3
            }
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_CULTURE_FLEX = 3
                TECH_LEGALISM = 3
            }
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
            FROMFROMFROM = {
                TECH_CULTURE_FLEX = 3
                TECH_LEGALISM = 3
            }
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
            military_techpoints = 0.02
            economy_techpoints = 0.02
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
}


# 5B. Grand Library
wonder_library = {
    picture = GFX_wonder_strip_library
    potential = {
        is_nomadic = no
        OR = {
            religion_group = christian
            religion_group = muslim
            religion_group = jewish_group
            religion_group = zoroastrian_group
            religion_group = indian_group
            religion_group = pagan_group
        }
        trigger_if = {
            limit = {
                religion_group = pagan_group
            }
            ROOT = {
                is_reformed_religion = yes
            }
        }
    }
    active = {
        trigger_if = {
            limit = {
                religion_group = pagan_group
            }
            ROOT = {
                is_reformed_religion = yes
            }
        }
    }
    flags = {
        inspires_learning
        cost_high
        gives_artifact
        gives_artifact_bells
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_collection_drama
        upgrade_collection_architecture
        upgrade_collection_math
        upgrade_collection_history
        upgrade_collection_science
        upgrade_scribe_room
        upgrade_keeper_of_tomes

        upgrade_historical_mural

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 320
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 320
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 320
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            tech_growth_modifier_culture = 0.25
        }
        owner_modifier = {
            monthly_character_prestige = 0.3
        }
    }
    stage = {
        allow = {
        }
        build_time = 320
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            tech_growth_modifier_economy = 0.25
            tech_growth_modifier_military = 0.25
        }
        owner_modifier = {
            monthly_character_prestige = 0.4
        }
    }
}


##################################################
############ 6. RELIGIOUS (MISC) #################
##################################################

# 6A. Grand Mausoleum
wonder_mausoleum = {
    allow_coastal = yes
    picture = GFX_wonder_strip_mausoleum
    potential = {
    }
    active = {
    }
    flags = {
        burial_ground
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_statues_dead
        upgrade_eternal_flame
        upgrade_unmarked_tombs
        upgrade_historical_mural
        upgrade_quadriga_statue
        upgrade_keeper_of_the_dead

        upgrade_horse_graveyard
        upgrade_pet_graveyard

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 2100
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 200
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.0025
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 200
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.0025
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.0025
        }
        owner_modifier = {
            monthly_character_prestige = 0.3
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.0025
        }
        owner_modifier = {
            monthly_character_prestige = 0.4
            dynasty_opinion = 3
        }
    }
}

# 6B. Pyramid
wonder_pyramid = {
    allow_coastal = yes
    picture = GFX_wonder_strip_pyramid
    model = wonder_pyramid
    potential = {
        OR = {
            culture = egyptian_arabic
            culture = coptic
            trait = lunatic
            has_religion_feature = religion_feature_pyramids
        }
    }
    active = {
    }
    flags = {
        burial_ground
        is_destructible
        cost_high
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_extra_pyramids
        upgrade_mythological_beast
        upgrade_hidden_room
        upgrade_sacrificial_altar
        upgrade_necropolis
        upgrade_lime_stone_casing
        upgrade_traps
        upgrade_overseer_of_rites

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 400
        gold_cost_flat = 3000
        gold_cost_ticking = 5
        restore_time = 150
        loot_time = 200
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 450
        gold_cost_flat = 3500
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 200
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.3
        }
    }
    stage = {
        allow = {
        }
        build_time = 500
        gold_cost_flat = 4000
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.005
        }
        owner_modifier = {
            monthly_character_prestige = 0.3
        }
    }
    stage = {
        allow = {
        }
        build_time = 550
        gold_cost_flat = 4500
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_revolt_risk = -0.005
        }
        owner_modifier = {
            monthly_character_prestige = 0.4
            same_religion_opinion = 2
        }
    }
}

# 6C. Stonehenge (-ish)
wonder_pagan_stones = {
    picture = GFX_wonder_strip_pagan_stones
    potential = {
        religion_group = pagan_group
    }
    active = {
        ROOT = {
            religion_group = pagan_group
        }
    }
    flags = {
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_runestones
        upgrade_stone_custodian
        upgrade_more_stones
        upgrade_sacrificial_altar
        upgrade_sacred_grove

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 280
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.05
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1100
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 320
        gold_cost_flat = 1200
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 340
        gold_cost_flat = 1300
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
            monthly_character_piety = 0.2
            same_religion_opinion = 2
        }
    }
}

# 6D.Aztec Pyramid
wonder_aztec_pyramid = {
    allow_coastal = no
    picture = GFX_wonder_strip_aztec_pyramid
    potential = {
        OR = {
            religion = aztec_reformed
            religion = aztec
        }
    }
    active = {
        ROOT = {
            OR = {
                religion = aztec_reformed
                religion = aztec
            }
        }
    }
    flags = {
        is_destructible
        burial_ground
        cost_high
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_mythological_beast
        upgrade_hidden_room
        upgrade_sacrificial_altar
        upgrade_necropolis
        upgrade_traps

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 3000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 200
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 3000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 200
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 3000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 3000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
            monthly_character_piety = 0.2
        }
    }
}

###############################################################################
################# HISTORICAL or PRE-EXISTING at game start ####################
###############################################################################

# A1. Pyramid of Giza
wonder_pyramid_giza = {
    picture = GFX_wonder_strip_pyramid
    model = wonder_pyramid
    allow_construction = no
    potential = {
    }
    active = {
        ROOT = {
            OR = {
                culture = egyptian_arabic
                culture = coptic
                trait = lunatic
                has_religion_feature = religion_feature_pyramids
            }
        }
    }
    flags = {
        is_historical
        burial_ground
        is_destructible
        cost_low
    }
    background_overrides = {
        desert = snow
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_extra_pyramids
        upgrade_mythological_beast
        upgrade_hidden_room
        upgrade_sacrificial_altar
        upgrade_necropolis
        upgrade_lime_stone_casing
        upgrade_traps
        upgrade_overseer_of_rites

        # OTHER:
        upgrade_roads
        upgrade_spikes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 3000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 200
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 3000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 200
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
}

# A2. Stonehenge
wonder_pagan_stones_stonehenge = {
    picture = GFX_wonder_strip_pagan_stones
    allow_construction = no
    potential = {
    }
    active = {
        ROOT = {
            religion_group = pagan_group
        }
    }
    flags = {
        is_historical
        is_destructible
        cost_low
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_runestones
        upgrade_stone_custodian
        upgrade_more_stones
        upgrade_sacrificial_altar
        upgrade_sacred_grove

        # OTHER:
        upgrade_roads
        upgrade_spikes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
}


# A3. Mausoleum of Halicarnassus
wonder_mausoleum_halicarnassus = {
    picture = GFX_wonder_strip_mausoleum
    allow_construction = no
    potential = {
    }
    active = {
    }
    flags = {
        is_historical
        burial_ground
        cost_low
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_statues_dead
        upgrade_eternal_flame
        upgrade_unmarked_tombs
        upgrade_historical_mural
        upgrade_quadriga_statue
        upgrade_keeper_of_the_dead

        upgrade_horse_graveyard
        upgrade_pet_graveyard

        # OTHER:
        upgrade_roads
        upgrade_spikes
        upgrade_tower
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 200
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 200
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.3
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.4
        }
    }
}

# A4. Great Lighthouse of Alexandria
wonder_lighthouse_alexandria = {
    picture = GFX_wonder_strip_lighthouse
    model = wonder_grand_lighthouse
    allow_construction = no
    is_in_water = yes
    potential = {
    }
    active = {
    }
    flags = {
        is_historical
        defensive
        is_destructible
        cost_low
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_treasure_chamber
        upgrade_giant_banners
        upgrade_lighthouse_custodian
        upgrade_royal_apartments

        upgrade_historical_mural

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 2500
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_tax_modifier = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            local_tax_modifier = 0.1
            trade_route_value = 0.1
        }
        owner_modifier = {
            monthly_character_prestige = 0.3
        }
    }
}

# A5. Wonder Temple Hindu Konark
wonder_temple_hindu_konark = {
    picture = GFX_wonder_strip_hindu_temple
    allow_construction = no
    potential = {
    }
    active = {
        ROOT = {
            religion = hindu
        }
    }
    flags = {
        is_historical
        holy_building
        inspires_piety
        is_destructible
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_high_gopura
        upgrade_shikhara
        upgrade_mandapa
        upgrade_temple_complex
        upgrade_school_hindu
        upgrade_hospital_hindu

        # OTHER:
         upgrade_roads
        upgrade_watchtower_network
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
    }
    stage = {
        allow = {
        }
        build_time = 500
        gold_cost_flat = 2000
        gold_cost_ticking = 5
        restore_time = 150
        loot_time = 12
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.05
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 500
        gold_cost_flat = 2000
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 12
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.05
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 500
        gold_cost_flat = 2000
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 12
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 500
        gold_cost_flat = 2000
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.3
        }
    }
}

# A6. Apostolic Palace
wonder_apostolic_palace = {
    picture = GFX_wonder_strip_royalpalace
    allow_construction = no
    potential = {
    }
    active = {
    }
    flags = {
        is_historical
        inspires_relaxing
        inspires_contentedness
        cost_medium
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_throne_fancy
        upgrade_trap_door
        upgrade_royal_bedchamber
        upgrade_skull_throne
        upgrade_golden_throne
        upgrade_royal_custodian

        #
        upgrade_torture_chamber
        upgrade_brewery
        upgrade_historical_mural
        upgrade_dueling_room

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 2500
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 100
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 100
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
}

# A7. House of Wisdom
wonder_house_of_wisdom = {
    picture = GFX_wonder_strip_library
    allow_construction = no
    potential = {
    }
    active = {
        trigger_if = {
            limit = {
                religion_group = pagan_group
                is_reformed_religion = no
            }
            ROOT = {
                OR = {
                    is_reformed_religion = yes
                    NOT = { religion_group = pagan_group }
                }
            }
        }
    }
    flags = {
        is_historical
        inspires_learning
        cost_low
        gives_artifact
        gives_artifact_book
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_collection_drama
        upgrade_collection_architecture
        upgrade_collection_math
        upgrade_collection_history
        upgrade_collection_science
        upgrade_scribe_room
        upgrade_keeper_of_tomes

        upgrade_historical_mural

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 20
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 2
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
            culture_techpoints = 0.05
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
}

# A8. Petra
wonder_underground_city_petra = {
    picture = GFX_wonder_strip_undergroundcity
    allow_construction = no
    potential = {
    }
    active = {
    }
    flags = {
        is_historical
        defensive
        cost_low
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_caves_natural
        upgrade_tunnels_travel
        upgrade_metal_mine_precious
        upgrade_dungeon
        upgrade_guardian_of_the_deep

        #
        upgrade_torture_chamber
        upgrade_historical_mural

        # OTHER:
        upgrade_roads
        upgrade_watchtower_network
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 150
        loot_time = 200
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 200
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 300
        gold_cost_flat = 1000
        gold_cost_ticking = 3
        restore_time = 200
        loot_time = 20
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
        }
    }
}

# A9. Hagia Sophia
wonder_cathedral_hagia_sophia = {
    picture = GFX_wonder_strip_hagia_sophia
    model = wonder_hagia_sophia
    allow_construction = no
    active = {
        OR = {
            AND = {
                ROOT = { religion = catholic }
                FROMFROM = { has_wonder_flag = Hagia_Sophia_catholic_cult }
            }
            AND = {
                ROOT = { religion = orthodox }
                FROMFROM = { has_wonder_flag = Hagia_Sophia_orthodox_cult }
            }
            AND = {
                ROOT = { religion_group = muslim }
                FROMFROM = { has_wonder_flag = Hagia_Sophia_muslim_cult }
            }
        }
        
    }
    flags = {
        holy_building
        inspires_piety
        is_destructible
        cost_medium
        gives_artifact
        gives_artifact_bells
        is_historical
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_bells
        upgrade_stained_glass_window
        upgrade_relic_tomb
        upgrade_grand_basilica
        upgrade_catacombs
        upgrade_giant_cross
        upgrade_bells_golden

        #
        upgrade_torture_chamber
        upgrade_historical_mural

        # OTHER:
         upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 100
        loot_time = 6
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.05
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2200
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2400
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2600
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 1
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
            monthly_character_piety = 0.2
        }
    }
}

#A10. Notre Dame
wonder_cathedral_notre_dame = {
    picture = GFX_wonder_strip_cathedral
    model = wonder_cathedral
    allow_construction = no
    potential = {
        religion_group = christian
    }
    active = {
        ROOT = {
            religion_group = christian
        }
    }
    flags = {
        holy_building
        inspires_piety
        is_destructible
        cost_medium
        gives_artifact
        gives_artifact_bells
        is_historical
    }
    available_upgrades = {
        # UNIQUE:
        upgrade_gargoyles
        upgrade_bells
        upgrade_stained_glass_window
        upgrade_relic_tomb
        upgrade_grand_basilica
        upgrade_catacombs
        upgrade_giant_cross
        upgrade_bells_golden

        #
        upgrade_torture_chamber
        upgrade_historical_mural

        # OTHER:
         upgrade_roads
        upgrade_watchtower_network
        upgrade_spikes
        upgrade_tower
        upgrade_hypocausts
        upgrade_heating_pipes
        upgrade_retinue
        upgrade_road_tolls
        upgrade_tavern
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2000
        gold_cost_ticking = 3
        restore_time = 100
        loot_time = 6
        restore_cost_flat = 400
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.05
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2200
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.1
        }
    }
    stage = {
        allow = {
        }
        build_time = 375
        gold_cost_flat = 2400
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 6
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.1
            monthly_character_piety = 0.2
        }
    }
    stage = {
        allow = {
        }
        build_time = 325
        gold_cost_flat = 2600
        gold_cost_ticking = 5
        restore_time = 200
        loot_time = 1
        restore_cost_flat = 500
        restore_cost_ticking = 2
        upgrade_slots = 5
        local_modifier = {
        }
        owner_modifier = {
            monthly_character_prestige = 0.2
            monthly_character_piety = 0.2
        }
    }
}
 

Attachments

  • MoreWonderSlots.zip
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Aerotinge

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Can anyone see a reason why the character below wouldn't be a Bhikkhu (i.e. Buddhist monk) starting in the Stamford Bridge start?
I put him into Tianxia (Alpha 7.1) and he's a Bhikkhu.
ck2_39.png

Is his character id defined more than once?
 

Silversweeeper

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I put him into Tianxia (Alpha 7.1) and he's a Bhikkhu.
View attachment 638614
Is his character id defined more than once?

I've not gotten any duplicate id warnings in error.log or the Validator, and I've not found any such issue doing a manual search for his id, so I don't see how that could be the case.
 

Aardvark Bellay

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Can anyone see a reason why the character below wouldn't be a Bhikkhu (i.e. Buddhist monk) starting in the Stamford Bridge start?

I added him to vanilla and he's a Bhikku as well.
Are you saying he wasn't when you tested it or are you just asking for a potential case ?
 

Silversweeeper

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I added him to vanilla and he's a Bhikku as well.
Are you saying he wasn't when you tested it or are you just asking for a potential case ?

I was going to write that I had tested it and provide a screenshot, but when I loaded in he was a Bhikkhu, which wasn't the case the last time I checked, and the only changes I've made to the relevant character file recently is change the employer of a distant dynastic relative and changing the name, traits, and death date of a completely unrelated character.

I'm pretty sure I've seen him inherit from his father (since said father is the Kampaku (regent) of Japan, said inheritance results in log output) and that this happened without him changing religion (which obviously would remove the trait) in the past, and I'm pretty sure I checked that the trait was missing before posting...

I have no idea what's going on, but at least it works as desired...
 
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SRTX_999

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I'm trying to make a total conversion mod and everything works fine, until I load the game. I only made one ruler character, their family and their ancestors, that is already 887 characters. Do I need to make characters for empty duchies and counties too, or will the game already generate them? If yes, then what is causing this error?

Code:
[character.cpp:27444]: Character ' of ---(0)' has invalid culture
[character.cpp:27448]: Character ' of ---(0)' has invalid religion
 

Rockphed

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Some related questions: Where is the event that creates new patricians when a house dies out? Also, is there an easy way to save a holding's upgrades and then apply them (or a subset of them) to a different holding? If not, creating a bunch of booleans in one event and using them in a later event is an option.

Finally, did anyone ever make a mod to fix the "trade posts aren't returned after war"? If not, where are events that fire on war end so I can do it myself?
 

Aerotinge

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Some related questions: Where is the event that creates new patricians when a house dies out? Also, is there an easy way to save a holding's upgrades and then apply them (or a subset of them) to a different holding? If not, creating a bunch of booleans in one event and using them in a later event is an option.

Finally, did anyone ever make a mod to fix the "trade posts aren't returned after war"? If not, where are events that fire on war end so I can do it myself?
New patricians are created hard-coded.
However, I assumpt an on_death event can be deployed to catch a dead patrician and manually generate a patrician house (via create_family_palace = yes), so the game will not create a new, hard-coded one on next time validation.
As for "trade posts aren't returned after war" bug, I know little about it.

I'm trying to make a total conversion mod and everything works fine, until I load the game. I only made one ruler character, their family and their ancestors, that is already 887 characters. Do I need to make characters for empty duchies and counties too, or will the game already generate them? If yes, then what is causing this error?
The game will generate characters to fill every province mapped countries and title(if 'landless = yes' is defined), so if you did not pre-define a province attribute(culture, religion, etc.) in history/provinces. It will behaviour weirdly.
On the other hand, a title like this will also spawn quirky noculture/noreligion characters due to no culture/religion predefined
Code:
d_bad_dummy_title = {
    color = { 208 107 173 }
    # Always exists
    landless = yes
}

, which wasn't the case the last time I checked
IIRC traits are validated on a save game loaded. Could it be the problem?
 

Silversweeeper

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IIRC traits are validated on a save game loaded. Could it be the problem?

Pretty sure it was a new game (and one started directly after launching CK2) and that I checked whether he had the trait right away (ruling out "Convert and lose trait, then convert back" scenarios). Still, it appears to work now for whatever reason, so I'll not be fiddling with it any more unless I have to.
 

SRTX_999

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The game will generate characters to fill every province mapped countries and title(if 'landless = yes' is defined), so if you did not pre-define a province attribute(culture, religion, etc.) in history/provinces. It will behaviour weirdly.
On the other hand, a title like this will also spawn quirky noculture/noreligion characters due to no culture/religion predefined
Code:
d_bad_dummy_title = {
    color = { 208 107 173 }
    # Always exists
    landless = yes
}

But every province has culture and religion assigned to it, so I don't understand the problem.