####################
# Common Buildings #
####################

### vineyard

vineyard_01 = { ### small vineyard
	construction_time = slow_construction_time

	can_construct_potential = {
		building_vineyard_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = expensive_building_tier_1_cost
	
	province_modifier = {
		monthly_income = 0.7
	}
	
	next_building = vineyard_02

	type_icon = "icon_building_vineyard.dds"
	
	ai_value = {
		base = 10
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

vineyard_02 = { ###wine pressers
	construction_time = standard_construction_time

	can_construct_potential = {
		building_vineyard_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = expensive_building_tier_1_cost
	
	province_modifier = {
		monthly_income = 1.4
	}

	
	next_building = vineyard_03
	ai_value = {
		base = 1
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

vineyard_03 = { ###large vineyard
	construction_time = very_slow_construction_time

	can_construct_potential = {
		building_vineyard_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = expensive_building_tier_2_cost
	
	province_modifier = {
		monthly_income = 2.2
	}

	
	next_building = vineyard_04
	ai_value = {
		base = 1
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

vineyard_04 = { ###wine workshop
	construction_time = slow_construction_time

	can_construct_potential = {
		building_vineyard_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_guilds
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = expensive_building_tier_4_cost
	
	province_modifier = {
		monthly_income = 3
	}
	county_modifier = {
		tax_mult = 0.05
	}
	
	next_building = vineyard_05
	ai_value = {
		base = 1
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

vineyard_05 = { ###grape plantation
	construction_time = slow_construction_time

	can_construct_potential = {
		building_vineyard_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = expensive_building_tier_5_cost
	
	province_modifier = {
		monthly_income = 4.5
	}
	county_modifier = {
		tax_mult = 0.10
	}

	ai_value = {
		base = 1
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

###tunnel networks
###bolt holes

tunnel_01 = {
	construction_time = 1500

	can_construct_potential = {
		building_tunnel_requirement_terrain = yes
		building_requirement_tribal = no
		county = {
			NOT = {
				any_county_province = {
					has_building_or_higher = tunnel_01 
				}
			}
		}
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 01 }
	}
	
	cost_gold = 75
	
	province_modifier = {
		defender_holding_advantage = 2
		supply_limit = 750
		travel_danger = -5
	}


	next_building = tunnel_02

	type_icon = "icon_building_tunnel.dds"
	
	ai_value = {
		base = 3
	}
}

tunnel_02 = { ###primitive digging
	construction_time = 1250

	can_construct_potential = {
		building_tunnel_requirement_terrain = yes
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}
	
	cost_gold = 180
	
	province_modifier = {
		monthly_income = 0.1
		defender_holding_advantage = 2
		supply_limit = 1500
		travel_danger = -5
	}


	next_building = tunnel_03

	ai_value = {
		base = 3
	}
}

tunnel_03 = { #deep shafts
	construction_time = 2215

	can_construct_potential = {
		building_tunnel_requirement_terrain = yes
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }

		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}
	
	cost_gold = 260
	
	province_modifier = {
		monthly_income = 0.3
		defender_holding_advantage = 4
		supply_limit = 2500
		travel_danger = -10
	}

	next_building = tunnel_04
	
	ai_value = {
		base = 3
	}
}

tunnel_04 = { #tunnel passages
	construction_time = 2180

	can_construct_potential = {
		building_tunnel_requirement_terrain = yes
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	cost_gold = 610
	
	province_modifier = {
		monthly_income = 0.5
		defender_holding_advantage = 6
		supply_limit = 5000
		travel_danger = -20
	}

	next_building = tunnel_05

	ai_value = {
		base = 3
	}
}

tunnel_05 = { #cave storage
	construction_time = 920

	can_construct_potential = {
		building_tunnel_requirement_terrain = yes
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}
	
	cost_gold = 950
	
	province_modifier = {
		monthly_income = 0.5
		defender_holding_advantage = 8
		supply_limit = 10000
		travel_danger = -30
	}

	ai_value = {
		base = 3
	}
}

###Hospital (placeholder for epidemic DLC)

hospital_01 = { ###sickhouse
	construction_time = slow_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		is_county_capital = yes
	}

	cost_gold = 125

	county_modifier = {
		development_growth = 0.1
		county_opinion_add = 2
		epidemic_resistance = 4
	}
	
	next_building = hospital_02

	type_icon = "icon_building_hospital.dds"
	
	ai_value = {
		base = 10
	}
}


hospital_02 = { ###treatment camps
	construction_time = standard_construction_time

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 270
	
	character_modifier = {
		monthly_piety = 0.1
		clergy_opinion = 2
		legitimacy_gain_mult = 0.01
	}

	county_modifier = {
		development_growth = 0.1
		county_opinion_add = 4
		epidemic_resistance = 8
	}

	next_building = hospital_03
	ai_value = {
		base = 1
	}
}

hospital_03 = { ###soup kitchen
	construction_time = standard_construction_time

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 330

	character_modifier = {
		monthly_piety = 0.2
		clergy_opinion = 4
		legitimacy_gain_mult = 0.02
	}

	county_modifier = {
		development_growth = 0.1
		county_opinion_add = 6
		epidemic_resistance = 8
	}	

	next_building = hospital_04
	ai_value = {
		base = 1
	}
}

hospital_04 = { ###leper colony
	construction_time = slow_construction_time

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 410

	character_modifier = {
		monthly_piety = 0.3
		clergy_opinion = 6
		legitimacy_gain_mult = 0.03
	}

	county_modifier = {
		development_growth = 0.1
		county_opinion_add = 10
		epidemic_resistance = 10
	}	
	
	next_building = hospital_05
	ai_value = {
		base = 1
	}
}

hospital_05 = { ###clinics
	construction_time = slow_construction_time

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 525

	character_modifier = {
		monthly_piety = 0.3
		clergy_opinion = 6
		legitimacy_gain_mult = 0.03
		owned_legend_spread_mult = 0.1
	}

	county_modifier = {
		development_growth = 0.2
		county_opinion_add = 15
		epidemic_resistance = 15
	}	

	next_building = hospital_06
	ai_value = {
		base = 1
	}
}

hospital_06 = { ###chapel ward
	construction_time = standard_construction_time

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 660
	
	character_modifier = {
		monthly_piety = 0.4
		clergy_opinion = 10
		vassal_opinion = 2
		legitimacy_gain_mult = 0.04
		owned_legend_spread_mult = 0.1
	}

	county_modifier = {
		development_growth = 0.2
		county_opinion_add = 15
		epidemic_resistance = 15
	}	

	next_building = hospital_07
	ai_value = {
		base = 1
	}
}
hospital_07 = { ###Cremation site
	construction_time = quick_construction_time

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 710
	
	character_modifier = {
		monthly_piety = 0.5
		clergy_opinion = 10
		vassal_opinion = 2
		legitimacy_gain_mult = 0.05
		owned_legend_spread_mult = 0.2
	}

	county_modifier = {
		development_growth = 0.2
		county_opinion_add = 15
		epidemic_resistance = 20
	}	

	next_building = hospital_08
	ai_value = {
		base = 1
	}
}

hospital_08 = { ###expanded sick house
	construction_time = very_slow_construction_time

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 800
	
	character_modifier = {
		monthly_piety = 0.5
		clergy_opinion = 10
		vassal_opinion = 2
		legitimacy_gain_mult = 0.05
		owned_legend_spread_mult = 0.2
	}

	county_modifier = {
		development_growth = 0.2
		county_opinion_add = 20
		epidemic_resistance = 30
	}	


	ai_value = {
		base = 1
	}
}

### variety farm

farming_01 = { ###land preparation
	construction_time = 210

	can_construct_potential = {
		building_farming_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 45
	
	province_modifier = {
		monthly_income = 0.1
		hostile_raid_time = -0.10
	}

	next_building = farming_02

	type_icon = "icon_building_farming.dds"
	
	ai_value = {
		base = 10
	}
}

farming_02 = { ###3 way crop rotation
	construction_time = quick_construction_time

	can_construct_potential = {
		building_farming_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 200
	
	province_modifier = {
		monthly_income = 0.7
		supply_limit = 250
		hostile_raid_time = -0.2
	}
	
	next_building = farming_03
	ai_value = {
		base = 1
	}
}

farming_03 = { ###vegetable plantation
	construction_time = quick_construction_time

	can_construct_potential = {
		building_farming_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 350
	
	province_modifier = {
		monthly_income = 1.4
		supply_limit = 500
		supply_limit_mult = 0.05
		hostile_raid_time = -0.3
	}
	
	next_building = farming_04
	ai_value = {
		base = 1
	}
}

farming_04 = { ###farming market
	construction_time = quick_construction_time

	can_construct_potential = {
		building_farming_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 400
	
	province_modifier = {
		monthly_income = 2.2
		supply_limit = 1000
		supply_limit_mult = 0.05
		hostile_raid_time = -0.5
	}
	
	next_building = farming_05
	ai_value = {
		base = 1
	}
}

farming_05 = { ###tools and oxs
	construction_time = quick_construction_time

	can_construct_potential = {
		building_farming_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_guilds
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 525
	
	province_modifier = {
		monthly_income = 3.1
		supply_limit = 1500
		supply_limit_mult = 0.05
		hostile_raid_time = -0.5
	}

	next_building = farming_06

	ai_value = {
		base = 1
	}
}

farming_06 = { ###production
	construction_time = quick_construction_time

	can_construct_potential = {
		building_vineyard_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_guilds
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 610
	
	province_modifier = {
		monthly_income = 3.9
		supply_limit = 2500
		supply_limit_mult = 0.05
		hostile_raid_time = -0.5
	}

	next_building = farming_07

	ai_value = {
		base = 1
	}
}

farming_07 = { ###water mill inclusion
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farming_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 850
	
	province_modifier = {
		monthly_income = 4.6
		supply_limit = 4000
		supply_limit_mult = 0.10
		hostile_raid_time = -0.5
	}

	ai_value = {
		base = 1
	}
}
