﻿# Townsquare

Townsquare_01 = { ###ancestor stones
	construction_time = 215

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		OR = {
			scope:holder = {
				faith = { religion_tag = germanic_religion }
			}
			scope:holder = {
				faith = { religion_tag = finno_ugric_religion }
			}
		}
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	

	cost_prestige = expensive_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost

	character_modifier = {
		monthly_piety = 0.2
	}

	county_modifier = {
		development_growth_factor = 0.10
	}
	
	next_building = Townsquare_02

	type_icon = "icon_building_Town_square.dds" #works
	
	ai_value = {
		base = 1
	}
}

Townsquare_02 = { ###Slave market
	construction_time = quick_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	

	cost_prestige = expensive_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost

	character_modifier = {
		monthly_piety = 0.2
	}

	county_modifier = {
		development_growth_factor = 0.10
		tax_mult = 0.05
	}

	next_building = Townsquare_03

	ai_value = {
		base = 1
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

Townsquare_03 = { ###rally point
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_02
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	

	levy = normal_building_levy_tier_3
	max_garrison = 150
	
	character_modifier = {
		monthly_piety = 0.2
	}

	county_modifier = {
		development_growth_factor = 0.10
		tax_mult = 0.05
	}



	cost_prestige = expensive_building_tier_4_cost
	cost_gold = tribal_building_tier_2_cost
	
	ai_value = {
		base = 1
	}
}

###docks for tribes?

tribeport_01 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		building_common_tradeport_requirement_terrain = yes
		has_building_or_higher = tribe_01
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	
	cost_prestige = normal_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost

	province_modifier = {
		monthly_income = 0.2
		build_speed = good_building_build_speed_tier_1
	}
	
	next_building = tribeport_02

	type_icon = "icon_building_tribeport.dds"
	
	ai_value = {
		base = 2
	}
}

###fishing house?

tribeport_02 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		building_common_tradeport_requirement_terrain = yes
		has_building_or_higher = tribe_01
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	
	cost_prestige = normal_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost

	province_modifier = {
		monthly_income = 0.6
		build_speed = good_building_build_speed_tier_1
	}
	county_modifier = {
		development_growth = 0.05
	}
		
	ai_value = {
		base = 2
	}
}

war_01 = { #tower
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	

    cost_prestige = 100
	cost_gold = 75
	
	levy = 75
	max_garrison = 100
 
    province_modifier = {
        defender_holding_advantage = 3
        fort_level = 1
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
    }
    county_modifier = {
        monthly_county_control_growth_add = 0.1
    }
    
	next_building = war_02
	
	type_icon = "icon_building_war.dds" #works
	
	ai_value = {
		base = 1
	}
}

war_02 = { ###armouries
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_02
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	

    cost_prestige = 250
	cost_gold = 125
	
	levy = 125
	max_garrison = 150

	character_modifier = {
		monthly_prestige = 0.1
    }
 
    province_modifier = {
        defender_holding_advantage = 5
        fort_level = 1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_skirmishers_damage_mult = high_maa_damage_tier_2
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
		stationed_archers_damage_mult = high_maa_damage_tier_2
    }
 
    county_modifier = {
        monthly_county_control_growth_add = 0.1
    }
 
    next_building = war_03
 	
	ai_value = {
		base = 1
	}
}

war_03 = { ###command
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_02
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	

    character_modifier = {
		monthly_prestige = 0.2
        knight_limit = 1
		supply_capacity_mult = 1
		supply_duration = 0.1
    }
 
    province_modifier = {
        defender_holding_advantage = 7
        fort_level = 1
		stationed_skirmishers_damage_mult = high_maa_damage_tier_3
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_3
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_3
		stationed_archers_damage_mult = high_maa_damage_tier_3
		stationed_archers_toughness_mult = high_maa_damage_tier_3
    }
 
    county_modifier = {
        monthly_county_control_growth_add = 0.2
	}
	
	levy = 175
	max_garrison = 250

    cost_prestige = 450
    cost_gold = 250
 	
	ai_value = {
		base = 1
	}
}

raiding_01 = { ###raiding camps ###dedicated depots
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	

    character_modifier = {
		raid_speed = 0.25
    }

	levy = 50

    cost_prestige = 225
    cost_gold = 75

	next_building = raiding_02

	type_icon = "icon_building_raiding.dds"
 	
	ai_value = {
		base = 1
	}
}

raiding_02 = { ###raiding camps ###planning halls
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_02
	}
	can_construct_showing_failures_only = {
		scope:holder = {
			has_government = tribal_government
		}
	}	

    character_modifier = {
		raid_speed = 0.50
    }

	levy = 175

    cost_prestige = 375
    cost_gold = 180
 	
	ai_value = {
		base = 1
	}
}
