﻿##############################
# Terrain Specific Buildings #
##############################

### Pastures

pastures_01 = {
	construction_time = quick_construction_time

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

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	show_disabled = yes
	cost_gold = normal_building_tier_1_cost
	
	levy = small_building_levy_tier_1
	province_modifier = {
		monthly_income = normal_building_tax_tier_1
		supply_limit = normal_building_supply_limit_tier_1
	}
	character_culture_modifier = {
		parameter = pastures_building_bonuses
		light_cavalry_maintenance_mult = -0.01
	}
	province_culture_modifier = {
		parameter = pastures_building_bonuses
		defender_holding_advantage = normal_building_advantage_tier_1
		tax_mult = 0.01
		levy_size = 0.01
	}
	# [mtxxx]
	character_culture_modifier = {
		parameter = elephant_pastures
		elephant_cavalry_damage_mult = 0.02
		elephant_cavalry_toughness_mult = 0.01
	}
	# [/mtxxx]
	province_terrain_modifier = {
		parameter = coastal_agriculture_building_bonuses
		is_coastal = yes
		tax_mult = 0.01
		levy_size = 0.01
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	
	next_building = pastures_02

	type_icon = "icon_building_pastures.dds"
	
	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_tier_1_economical_building_preference_modifier = yes
		ai_pasture_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_orchards_requirement_terrain = yes
			NOT = {
				has_building_or_higher = orchards_01
			}
		}
		modifier = {
			factor = 4
			culture = {
				has_cultural_parameter = farm_estates_pastures_unlock
			}
		}
	}
}

pastures_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_2_cost
	
	levy = small_building_levy_tier_2
	province_modifier = {
		monthly_income = normal_building_tax_tier_2
		# [mtxxx]
		supply_limit = 500
		# [/mtxxx]
	}
	character_culture_modifier = {
		parameter = pastures_building_bonuses
		light_cavalry_maintenance_mult = -0.02
	}
	province_culture_modifier = {
		parameter = pastures_building_bonuses
		defender_holding_advantage = normal_building_advantage_tier_2
		tax_mult = 0.01
		levy_size = 0.01
	}
	# [mtxxx]
	character_culture_modifier = {
		parameter = elephant_pastures
		elephant_cavalry_damage_mult = 0.02
		elephant_cavalry_toughness_mult = 0.01
	}
	# [/mtxxx]
	province_terrain_modifier = {
		parameter = coastal_agriculture_building_bonuses
		is_coastal = yes
		tax_mult = 0.01
		levy_size = 0.01
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	
	next_building = pastures_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

pastures_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_3_cost
	
	levy = small_building_levy_tier_3
	province_modifier = {
		monthly_income = normal_building_tax_tier_3
		# [mtxxx]
		supply_limit = 500
		# [/mtxxx]
		levy_reinforcement_rate = 0.1
	}
	character_culture_modifier = {
		parameter = pastures_building_bonuses
		light_cavalry_maintenance_mult = -0.03
	}
	province_culture_modifier = {
		parameter = pastures_building_bonuses
		defender_holding_advantage = normal_building_advantage_tier_3
		tax_mult = 0.02
		levy_size = 0.02
	}
	# [mtxxx]
	character_culture_modifier = {
		parameter = elephant_pastures
		elephant_cavalry_damage_mult = 0.04
		elephant_cavalry_toughness_mult = 0.02
	}
	# [/mtxxx]
	province_terrain_modifier = {
		parameter = coastal_agriculture_building_bonuses
		is_coastal = yes
		tax_mult = 0.02
		levy_size = 0.02
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	
	next_building = pastures_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

pastures_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_4_cost
	
	levy = small_building_levy_tier_4
	province_modifier = {
		monthly_income = normal_building_tax_tier_4
		# [mtxxx]
		supply_limit = 500
		# [/mtxxx]
		levy_reinforcement_rate = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.02
	}
	character_culture_modifier = {
		parameter = pastures_building_bonuses
		light_cavalry_maintenance_mult = -0.04
	}
	province_culture_modifier = {
		parameter = pastures_building_bonuses
		defender_holding_advantage = normal_building_advantage_tier_4
		tax_mult = 0.02
		levy_size = 0.02
	}
	# [mtxxx]
	character_culture_modifier = {
		parameter = elephant_pastures
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
	}
	# [/mtxxx]
	province_terrain_modifier = {
		parameter = coastal_agriculture_building_bonuses
		is_coastal = yes
		tax_mult = 0.02
		levy_size = 0.02
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	
	next_building = pastures_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

pastures_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_5_cost
	
	levy = small_building_levy_tier_5
	province_modifier = {
		monthly_income = normal_building_tax_tier_5
		# [mtxxx]
		supply_limit = 500
		# [/mtxxx]
		levy_reinforcement_rate = 0.1
		garrison_size = 0.05
	}
	character_culture_modifier = {
		parameter = pastures_building_bonuses
		light_cavalry_maintenance_mult = -0.05
	}
	province_culture_modifier = {
		parameter = pastures_building_bonuses
		defender_holding_advantage = normal_building_advantage_tier_5
		tax_mult = 0.03
		levy_size = 0.03
	}
	# [mtxxx]
	character_culture_modifier = {
		parameter = elephant_pastures
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
	}
	# [/mtxxx]
	province_terrain_modifier = {
		parameter = coastal_agriculture_building_bonuses
		is_coastal = yes
		tax_mult = 0.03
		levy_size = 0.03
	}
	county_modifier = {
		development_growth_factor = 0.02
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	
	next_building = pastures_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

pastures_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	levy = small_building_levy_tier_6
	province_modifier = {
		monthly_income = normal_building_tax_tier_6
		# [mtxxx]
		supply_limit = 500
		# [/mtxxx]
		levy_reinforcement_rate = 0.1
		garrison_size = 0.05
	}
	county_modifier = {
		development_growth_factor = 0.02
		county_opinion_add = 2
	}
	character_culture_modifier = {
		parameter = pastures_building_bonuses
		light_cavalry_maintenance_mult = -0.06
	}
	province_culture_modifier = {
		parameter = pastures_building_bonuses
		defender_holding_advantage = normal_building_advantage_tier_6
		tax_mult = 0.03
		levy_size = 0.03
	}
	# [mtxxx]
	character_culture_modifier = {
		parameter = elephant_pastures
		elephant_cavalry_damage_mult = 0.10
		elephant_cavalry_toughness_mult = 0.05
	}
	# [/mtxxx]
	province_terrain_modifier = {
		parameter = coastal_agriculture_building_bonuses
		is_coastal = yes
		tax_mult = 0.03
		levy_size = 0.03
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	
	next_building = pastures_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

pastures_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	levy = small_building_levy_tier_7
	province_modifier = {
		monthly_income = normal_building_tax_tier_7
		# [mtxxx]
		supply_limit = 500
		# [/mtxxx]
		levy_reinforcement_rate = 0.1
		garrison_size = 0.05
	}
	county_modifier = {
		development_growth_factor = 0.02
		county_opinion_add = 2
	}
	# [mtxxx]
	character_modifier = {
		light_cavalry_toughness_mult = 0.02
		heavy_cavalry_toughness_mult = 0.04
	}
	character_culture_modifier = {
		parameter = elephant_pastures
		elephant_cavalry_damage_mult = 0.1
		elephant_cavalry_toughness_mult = 0.05
	}
	# [/mtxxx]
	character_culture_modifier = {
		parameter = pastures_building_bonuses
		light_cavalry_maintenance_mult = -0.07
	}
	province_culture_modifier = {
		parameter = pastures_building_bonuses
		defender_holding_advantage = normal_building_advantage_tier_7
		tax_mult = 0.04
		levy_size = 0.04
	}
	province_terrain_modifier = {
		parameter = coastal_agriculture_building_bonuses
		is_coastal = yes
		tax_mult = 0.04
		levy_size = 0.04
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	
	next_building = pastures_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

pastures_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_8_cost
	
	levy = small_building_levy_tier_8
	province_modifier = {
		monthly_income = normal_building_tax_tier_8
		# [mtxxx]
		supply_limit = 2500
		# [/mtxxx]
		levy_reinforcement_rate = 0.15
		garrison_size = 0.05
	}
	county_modifier = {
		development_growth_factor = 0.02
		county_opinion_add = 2
	}
	# [mtxxx]
	character_modifier = {
		light_cavalry_toughness_mult = 0.02
		heavy_cavalry_toughness_mult = 0.04
	}
	character_culture_modifier = {
		parameter = elephant_pastures
		elephant_cavalry_damage_mult = 0.12
		elephant_cavalry_toughness_mult = 0.06
	}
	# [/mtxxx]
	character_culture_modifier = {
		parameter = pastures_building_bonuses
		light_cavalry_maintenance_mult = -0.08
	}
	province_culture_modifier = {
		parameter = pastures_building_bonuses
		defender_holding_advantage = normal_building_advantage_tier_8
		tax_mult = 0.04
		levy_size = 0.04
	}
	province_terrain_modifier = {
		parameter = coastal_agriculture_building_bonuses
		is_coastal = yes
		tax_mult = 0.04
		levy_size = 0.04
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}
