﻿@holding_illustration_western = "gfx/interface/illustrations/holding_types/holding_type_estate_mediterranean.dds"
@holding_illustration_mena = "gfx/interface/illustrations/holding_types/castle_mena.dds"
@holding_illustration_india = "gfx/interface/illustrations/holding_types/castle_india.dds"
@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/holding_type_estate_mediterranean.dds"
@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_castle_norse.dds"
@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_castle_iberian.dds"

estate_01 = {
	construction_time = slow_construction_time
	
	### WESTERN ###
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_01_mesh"
			"building_western_castle_01_b_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_01_mena_mesh"
			"building_western_castle_01_b_mena_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_01_mediterranean_mesh"
			"building_western_castle_01_b_mediterranean_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_01_mena_mesh"
			"building_western_castle_01_b_mena_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } }
		graphical_regions = { graphical_india }
	}
	
	### INDIAN ###
	asset = {
		type = pdxmesh
		name = "building_indian_castle_01_western_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { indian_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_indian_castle_01_mena_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { indian_building_gfx }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_indian_castle_01_mediterranean_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { indian_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		name = "building_indian_castle_01_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { indian_building_gfx }
		graphical_regions = { graphical_india }
	}
	
	### MENA ###
	asset = {
		type = pdxmesh
		name = "building_mena_castle_01_western_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { mena_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_mena_castle_01_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { mena_building_gfx }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_mena_castle_01_mediterranean_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { mena_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		name = "building_mena_castle_01_indian_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { mena_building_gfx }
		graphical_regions = { graphical_india }
	}
	
	### MEDITERRANEAN ###
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_01_western_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { mediterranean_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_01_mena_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { mediterranean_building_gfx }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_01_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { mediterranean_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_01_indian_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { mediterranean_building_gfx }
		graphical_regions = { graphical_india }
	}
	
	### FP1 Norse ###
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_01_mesh"}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
		graphical_cultures = { norse_building_gfx }
	}
	
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_01_mena_mesh"}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
		graphical_cultures = { norse_building_gfx }
		graphical_regions = { graphical_mena }
	}		

	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_01_mediterranean_mesh"}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
		graphical_cultures = { norse_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_01_indian_mesh"}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_01" }
		graphical_cultures = { norse_building_gfx }
		graphical_regions = { graphical_india }
	}	

	### FP2 Iberian ###
	asset = {
		type = pdxmesh
		name = "fp2_building_iberian_castle_01_mesh"
		requires_dlc_flag = the_fate_of_iberia
		illustration = @holding_illustration_iberian
		soundeffect = { soundeffect = "event:/DLC/FP2/SFX/Ambience/Urban/iberian_castle" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { iberian_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}

	can_construct_potential = {
		building_requirement_tribal = no
		barony_cannot_construct_holding = no
	}
	
	can_construct = {	
		scope:holder = {
			OR = {
				government_has_flag = government_is_roman
				government_has_flag = government_is_imperial
				government_has_flag = government_is_imperial_cult
				government_has_flag = government_is_autocratic
			}
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal_holding_in_county = no
	}
	
	cost_gold = main_building_tier_1_cost
	next_building = estate_02
	
	levy = normal_building_levy_tier_1
	max_garrison = 100
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
	province_modifier = {
		monthly_income = good_building_tax_tier_2
		fort_level = 0
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}
	
	character_culture_modifier = {
		parameter = castle_grant_prestige
		monthly_prestige = 0.1
		monthly_dynasty_prestige = 0.1
	}

	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 2
	}

	flag = castle
	
	ai_value = {
		base = 100
		modifier = {
			factor = 0
			scope:holder = {
				has_government = theocracy_government
				has_government = republic_government
			}
		}

		modifier = {
			add = 50
			county = {
				NOT = {
					any_county_province = {
						has_building_or_higher = estate_01
					}
				}
			}
		}
		modifier = {
			factor = 5
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
		}
		ai_tier_1_building_modifier = yes
	}
}

estate_02 = {
	construction_time = slow_construction_time
	
	### WESTERN ###
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_02_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_02_mena_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_western_castle_02_mediterranean_mesh"
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_02_mena_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } }
		graphical_regions = { graphical_india }
	}
	
	### MENA ###
	asset = {
		type = pdxmesh
		name = "building_mena_castle_02_western_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { mena_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_mena_castle_02_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { mena_building_gfx }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_mena_castle_02_mediterranean_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { mena_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		name = "building_mena_castle_02_indian_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { mena_building_gfx }
		graphical_regions = { graphical_india }
	}
	
	### INDIAN ###
	asset = {
		type = pdxmesh
		name = "building_indian_castle_02_western_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { indian_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_indian_castle_02_mena_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { indian_building_gfx }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_indian_castle_02_mediterranean_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { indian_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		name = "building_indian_castle_02_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { indian_building_gfx }
		graphical_regions = { graphical_india }
	}
	
	### MEDITERRANEAN ###
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_02_western_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { mediterranean_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_02_mena_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { mediterranean_building_gfx }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_02_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { mediterranean_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_02_indian_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { mediterranean_building_gfx }
		graphical_regions = { graphical_india }
	}
	### FP1 Norse ###
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_02_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
		graphical_cultures = { norse_building_gfx }
	}	

	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_02_mena_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
		graphical_cultures = { norse_building_gfx }
		graphical_regions = { graphical_mena }
	}

	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_02_mediterranean_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
		graphical_cultures = { norse_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_02_indian_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_02" }
		graphical_cultures = { norse_building_gfx }
		graphical_regions = { graphical_india }
	}

	### FP2 Iberian ###
	asset = {
		type = pdxmesh
		name = "fp2_building_iberian_castle_02_mesh"
		requires_dlc_flag = the_fate_of_iberia
		illustration = @holding_illustration_iberian
		soundeffect = { soundeffect = "event:/DLC/FP2/SFX/Ambience/Urban/iberian_castle" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { iberian_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	#can_construct = { ### We need some replacement maybe?
	#	culture = {
	#		has_innovation = innovation_battlements
	#	}
	#}
	
	cost_gold = main_building_tier_2_cost
	next_building = estate_03
	
	
	levy = normal_building_levy_tier_2
	max_garrison = 250
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
	province_modifier = {
		monthly_income = good_building_tax_tier_3
		fort_level = 1
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}
	
	
	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}


	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 3
	}
	
	flag = castle
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
		}
		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 0.2
			combined_building_level <= 4
			years_from_game_start >= 1
		}
	}
}

estate_03 = {
	construction_time = slow_construction_time
	
	### WESTERN ###
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_03_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_03_mena_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_western_castle_03_mediterranean_mesh"
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		names = {
			"building_western_castle_03_mena_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } }
		graphical_regions = { graphical_india }
	}
	
	### MENA ###
	asset = {
		type = pdxmesh
		name = "building_mena_castle_03_western_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { mena_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_mena_castle_03_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { mena_building_gfx }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_mena_castle_03_mediterranean_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { mena_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		name = "building_mena_castle_03_indian_mesh"
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { mena_building_gfx }
		graphical_regions = { graphical_india }
	}
	
	### INDIAN ###
	asset = {
		type = pdxmesh
		name = "building_indian_castle_03_western_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { indian_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_indian_castle_03_mena_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { indian_building_gfx }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_indian_castle_03_mediterranean_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { indian_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		name = "building_indian_castle_03_mesh"
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { indian_building_gfx }
		graphical_regions = { graphical_india }
	}
	
	### MEDITERRANEAN ###
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_03_western_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { mediterranean_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_03_mena_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { mediterranean_building_gfx }
		graphical_regions = { graphical_mena }
	}
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_03_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { mediterranean_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	asset = {
		type = pdxmesh
		name = "building_mediterranean_castle_03_indian_mesh"
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { mediterranean_building_gfx }
		graphical_regions = { graphical_india }
	}

	### FP1 Norse ###
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_03_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_03" }
		graphical_cultures = { norse_building_gfx }
	}

	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_03_mena_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_03" }
		graphical_cultures = { norse_building_gfx }
		graphical_regions = { graphical_mena }
	}

	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_03_mediterranean_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_03" }
		graphical_cultures = { norse_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}
	
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_castle_03_indian_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/DLC/FP1/SFX/Ambience/Urban/norse_castle_tier_03" }
		graphical_cultures = { norse_building_gfx }
		graphical_regions = { graphical_india }
	}	
	
	### FP2 Iberian ###
	asset = {
		type = pdxmesh
		name = "fp2_building_iberian_castle_03_mesh"
		requires_dlc_flag = the_fate_of_iberia
		illustration = @holding_illustration_iberian
		soundeffect = { soundeffect = "event:/DLC/FP2/SFX/Ambience/Urban/iberian_castle" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { iberian_building_gfx }
		graphical_regions = { graphical_mediterranean }
	}

	can_construct_potential = {
		building_requirement_tribal = no
	}
#	can_construct = {
#		culture = {
#			has_innovation = innovation_hoardings
#		}
#	}
	
	cost_gold = main_building_tier_3_cost
	
	levy = normal_building_levy_tier_3
	max_garrison = 500
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3
	province_modifier = {
		monthly_income = poor_building_tax_tier_8
		fort_level = 3
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}
	
	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 4
	}
	
	flag = castle
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
		}		
		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 0.2
			combined_building_level <= 9
			years_from_game_start >= 1
		}
	}
}
