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

### vineyard

vineyard_01 = {
	construction_time = mbrxxx_construction_time_half_year

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

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_1
		supply_limit = 100
	}
	county_modifier = {
		county_opinion_add = 15
	}
	
	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
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_vineyard
}

vineyard_02 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct_potential = {
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	cost_gold = cheap_building_tier_2_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_2
		supply_limit = 200
	}
	county_modifier = {
		county_opinion_add = 2
	}
	
	next_building = vineyard_03
	ai_value = {
		base = 1
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_vineyard
}

vineyard_03 = {
	construction_time = mbrxxx_construction_time_1_year

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

	cost_gold = cheap_building_tier_3_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_4
		supply_limit = 300
	}
	county_modifier = {
		county_opinion_add = 4
	}
	
	next_building = vineyard_04
	ai_value = {
		base = 1
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_vineyard
}

vineyard_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		culture = {
			has_innovation = innovation_windmills
		}
	}

	cost_gold = cheap_building_tier_4_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_6
		supply_limit = 400
	}
	county_modifier = {
		county_opinion_add = 4
		tax_mult = 0.01
	}
	
	next_building = vineyard_05
	ai_value = {
		base = 1
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_vineyard
}

vineyard_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		MBRXXX_building_requirement_castle_city_church_monastery = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = cheap_building_tier_5_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_8
		supply_limit = 500
	}
	county_modifier = {
		county_opinion_add = 5
		tax_mult = 0.02
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_vineyard
}

###tunnel networks
###bolt holes

tunnel_01 = {
	construction_time = mbrxxx_construction_time_half_year

	is_enabled = {
		building_requirement_tribal = no
	}
	can_construct_potential = {
		MBRXXX_building_requirement_castle_city_church_monastery = { LEVEL = 01 }
	}
	
	can_construct_showing_failures_only = {
		building_tunnel_requirement_terrain = yes
	}

	
	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		defender_holding_advantage = 2
		supply_limit = 500
		levy_reinforcement_rate = 0.01
		travel_danger = building_travel_danger_factor_tier_4
		stationed_skirmishers_damage_mult = normal_maa_damage_tier_4
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4
		stationed_skirmishers_pursuit_mult = normal_maa_pursuit_tier_4
	}

	next_building = tunnel_02

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

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_tunnel
}

tunnel_02 = {
	construction_time = mbrxxx_construction_time_1_year


	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}
	
	cost_gold = cheap_building_tier_2_cost
	
	province_modifier = {
		monthly_income = 0.2
		defender_holding_advantage = 2
		supply_limit = 1000
		levy_reinforcement_rate = 0.02
		travel_danger = building_travel_danger_factor_tier_5
		stationed_skirmishers_damage_mult = normal_maa_damage_tier_5
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5
		stationed_skirmishers_pursuit_mult = normal_maa_pursuit_tier_5
	}


	next_building = tunnel_03

	ai_value = {
		base = 3
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_tunnel
}

tunnel_03 = {
	construction_time = mbrxxx_construction_time_1_year


	can_construct = {
		MBRXXX_building_requirement_castle_city_church_monastery = { LEVEL = 02 }

		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}
	
	cost_gold = cheap_building_tier_3_cost
	
	province_modifier = {
		monthly_income = 0.3
		defender_holding_advantage = 4
		supply_limit = 1500
		levy_reinforcement_rate = 0.03
		travel_danger = building_travel_danger_factor_tier_6
		stationed_skirmishers_damage_mult = normal_maa_damage_tier_6
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6
		stationed_skirmishers_pursuit_mult = normal_maa_pursuit_tier_6
	}

	next_building = tunnel_04
	
	ai_value = {
		base = 3
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_tunnel
}

tunnel_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years


	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	cost_gold = cheap_building_tier_4_cost
	
	province_modifier = {
		monthly_income = 0.5
		defender_holding_advantage = 4
		supply_limit = 2000
		levy_reinforcement_rate = 0.05
		travel_danger = building_travel_danger_factor_tier_7
		stationed_skirmishers_damage_mult = normal_maa_damage_tier_7
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_7
		stationed_skirmishers_pursuit_mult = normal_maa_pursuit_tier_7
	}

	next_building = tunnel_05

	ai_value = {
		base = 3
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_tunnel
}

tunnel_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years


	can_construct = {
		MBRXXX_building_requirement_castle_city_church_monastery = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}
	
	cost_gold = cheap_building_tier_5_cost
	
	province_modifier = {
		monthly_income = 0.8
		defender_holding_advantage = 4
		supply_limit = 2500
		levy_reinforcement_rate = 0.10
		travel_danger = building_travel_danger_factor_tier_8
		stationed_skirmishers_damage_mult = normal_maa_damage_tier_8
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_8
		stationed_skirmishers_pursuit_mult = normal_maa_pursuit_tier_8
	}

	ai_value = {
		base = 3
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_tunnel
}

###Hospital (placeholder for epidemic DLC)

hospital_01 = {
	construction_time = mbrxxx_construction_time_half_year

	can_construct_potential = {
		MBRXXX_building_requirement_castle_city_church_monastery = { LEVEL = 01 }
	}

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

	cost_gold = cheap_building_tier_1_cost

	character_modifier = {
		negate_health_penalty_add = 0.05
		health = 0.05
	}

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.01
	}
	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
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_hospital
}


hospital_02 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct_potential = {
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	cost_gold = cheap_building_tier_2_cost
	
	character_modifier = {
		negate_health_penalty_add = 0.05
		health = 0.05		
		monthly_piety = 0.1
		clergy_opinion = 2
		legitimacy_gain_mult = 0.01
	}

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.01
	}

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

	next_building = hospital_03
	ai_value = {
		base = 1
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_hospital
}

hospital_03 = {
	construction_time = mbrxxx_construction_time_1_year

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

	cost_gold = cheap_building_tier_3_cost

	character_modifier = {
		negate_health_penalty_add = 0.05
		health = 0.05	
		monthly_piety = 0.2
		clergy_opinion = 4
		stress_gain_mult = -0.05
		legitimacy_gain_mult = 0.02
	}

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.02
	}
	county_modifier = {
		development_growth = 0.1
		county_opinion_add = 6
		epidemic_resistance = 12
	}	

	next_building = hospital_04
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_hospital
}

hospital_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = cheap_building_tier_4_cost

	character_modifier = {
		negate_health_penalty_add = 0.1
		health = 0.05	
		monthly_piety = 0.2
		clergy_opinion = 4
		vassal_opinion = 2
		stress_gain_mult = -0.1
		legitimacy_gain_mult = 0.03
	}

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.02
	}

	county_modifier = {
		development_growth = 0.1
		county_opinion_add = 8
		epidemic_resistance = 16
	}	
	
	next_building = hospital_05
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_hospital
}

hospital_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

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

	cost_gold = cheap_building_tier_5_cost

	character_modifier = {
		negate_health_penalty_add = 0.1
		health = 0.05	
		monthly_piety = 0.2
		clergy_opinion = 4
		vassal_opinion = 2
		stress_gain_mult = -0.1
		stress_loss_mult = 0.1
		legitimacy_gain_mult = 0.04
		owned_legend_spread_mult = 0.1
	}

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.03
	}
	county_modifier = {
		development_growth = 0.2
		county_opinion_add = 10

		epidemic_resistance = 20
	}	

	next_building = hospital_06
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_hospital
}

hospital_06 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct = {
		culture = {
			has_innovation = innovation_windmills
		}
	}

	cost_gold = cheap_building_tier_6_cost
	
	character_modifier = {
		negate_health_penalty_add = 0.1
		health = 0.05	
		monthly_piety = 0.3
		clergy_opinion = 6
		vassal_opinion = 4
		stress_gain_mult = -0.1
		stress_loss_mult = 0.1
		legitimacy_gain_mult = 0.05
		owned_legend_spread_mult = 0.2
	}

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.03
	}
	county_modifier = {
		development_growth = 0.2
		county_opinion_add = 10
		epidemic_resistance = 24
	}	

	next_building = hospital_07
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_hospital
}
hospital_07 = {
	construction_time = mbrxxx_construction_time_2_years

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

	cost_gold = cheap_building_tier_7_cost
	
	character_modifier = {
		negate_health_penalty_add = 0.5
		health = 0.05	
		monthly_piety = 0.3
		clergy_opinion = 8
		vassal_opinion = 5
		stress_gain_mult = -0.15
		stress_loss_mult = 0.15
		legitimacy_gain_mult = 0.06
		owned_legend_spread_mult = 0.3
	}

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.04
	}
	county_modifier = {
		development_growth = 0.2
		county_opinion_add = 15
		epidemic_resistance = 28
	}	

	next_building = hospital_08
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_hospital
}

hospital_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

	can_construct = {
		culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = cheap_building_tier_8_cost
	
	character_modifier = {
		negate_health_penalty_add = 0.5
		health = 0.5
		monthly_piety = 0.3
		clergy_opinion = 10
		vassal_opinion = 10
		stress_gain_mult = -0.2
		stress_loss_mult = 0.2
		legitimacy_gain_mult = 0.7
		owned_legend_spread_mult = 0.4
	}

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.04
	}

	county_modifier = {
		development_growth = 0.3
		county_opinion_add = 15
		epidemic_resistance = 32
	}	

	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_hospital
}

### variety farm

farming_01 = {
	construction_time = mbrxxx_construction_time_half_year

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

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		monthly_income = 0.1
		hostile_raid_time = -0.05
	}

	county_modifier = {
		county_fertility_growth_add = building_county_fertility_factor_tier_1
	}
	next_building = farming_02

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

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_farming
}

farming_02 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct_potential = {
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	cost_gold = cheap_building_tier_2_cost
	
	province_modifier = {
		monthly_income = 0.7
		supply_limit = 100
		hostile_raid_time = -0.10
	}

	county_modifier = {
		county_fertility_growth_add = building_county_fertility_factor_tier_2
	}
	
	next_building = farming_03
	ai_value = {
		base = 1
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_farming
}

farming_03 = {
	construction_time = mbrxxx_construction_time_1_year

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

	cost_gold = cheap_building_tier_3_cost
	
	province_modifier = {
		monthly_income = 1.4
		supply_limit = 200
		supply_limit_mult = 0.05
		hostile_raid_time = -0.10
	}
	
	county_modifier = {
		county_fertility_growth_add = building_county_fertility_factor_tier_3
	}
	next_building = farming_04
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_farming
}

farming_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = cheap_building_tier_4_cost
	
	province_modifier = {
		monthly_income = 2.2
		supply_limit = 350
		supply_limit_mult = 0.05
		hostile_raid_time = -0.15
	}
	
	county_modifier = {
		county_fertility_growth_add = building_county_fertility_factor_tier_4
	}
	next_building = farming_05
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_farming
}

farming_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

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

	cost_gold = cheap_building_tier_5_cost
	
	province_modifier = {
		monthly_income = 3.1
		supply_limit = 500
		supply_limit_mult = 0.05
		hostile_raid_time = -0.15
	}

	county_modifier = {
		county_fertility_growth_add = building_county_fertility_factor_tier_5
	}
	next_building = farming_06

	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_farming
}

farming_06 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct_potential = {
		building_vineyard_requirement_terrain = yes
	}
	can_construct = {
		culture = {
			has_innovation = innovation_windmills
		}
	}

	cost_gold = cheap_building_tier_6_cost
	
	province_modifier = {
		monthly_income = 3.9
		supply_limit = 600
		supply_limit_mult = 0.05
		hostile_raid_time = -0.15
	}

	county_modifier = {
		county_fertility_growth_add = building_county_fertility_factor_tier_6
	}

	next_building = farming_07

	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_farming
}

farming_07 = {
	construction_time = mbrxxx_construction_time_2_years

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

	cost_gold = cheap_building_tier_7_cost
	
	province_modifier = {
		monthly_income = 4.6
		supply_limit = 1000
		supply_limit_mult = 0.10
		hostile_raid_time = -0.20
	}

	county_modifier = {
		county_fertility_growth_add = building_county_fertility_factor_tier_7
	}

	next_building = farming_08

	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_farming
}

farming_08 = {
	construction_time = mbrxxx_construction_time_2_years

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

	cost_gold = cheap_building_tier_8_cost
	
	province_modifier = {
		monthly_income = 5
		supply_limit = 1000
		supply_limit_mult = 0.20
		hostile_raid_time = -0.30
	}

	county_modifier = {
		county_fertility_growth_add = building_county_fertility_factor_tier_8
	}
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_farming
}

### Embassy

embassy_01 = {
	# construction_time = mbrxxx_construction_time_1_year
	construction_time = 89

	can_construct_potential = {
		mbrxxx_building_requirement_castle_city_church_tribe = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		mbrxxx_consulate_can_construct_or_enabled_trigger = yes
	}

	cost_gold = normal_building_tier_1_cost

	county_modifier = {
		development_growth = mbrxxx_consulate_building_development_growth_factor_tier_5
	}

	character_modifier = {
		different_culture_opinion = 5
		opinion_of_different_culture = 5
		court_grandeur_baseline_add = 5
		short_reign_duration_mult = -0.1
		monthly_prestige = 0.2
		enemy_hostile_scheme_phase_duration_add = 5
		legitimacy_gain_mult = 0.15
	}

	character_government_modifier = {
		parameter = government_has_influence
		monthly_influence = 3
	}

	character_government_modifier = {
		parameter = government_has_merit
		monthly_merit = 3
	}
	
	next_building = embassy_02

	type_icon = "icon_building_embassy.dds" 
	
	on_complete = {
		county.holder = { add_prestige = medium_prestige_value }
	}

	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_embassy
}

embassy_02 = {
	# construction_time = mbrxxx_construction_time_2_years
	construction_time = 30

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct_showing_failures_only = {
		mbrxxx_embassy_can_construct_or_enabled_trigger = yes
	}

	cost_gold = expensive_building_tier_2_cost
	
	county_modifier = {
		development_growth = mbrxxx_embassy_building_development_growth_factor_tier_8
	}

	character_modifier = {
		different_culture_opinion = 15
		opinion_of_different_culture = 10
		court_grandeur_baseline_add = 9
		short_reign_duration_mult = -0.2
		monthly_prestige = 0.4
		enemy_hostile_scheme_phase_duration_add = 10
		monthly_dynasty_prestige_mult = 0.05
		legitimacy_gain_mult = 0.3
		owned_legend_spread_mult = 0.3
	}

	character_government_modifier = {
		parameter = government_has_influence
		monthly_influence = 5
	}

	character_government_modifier = {
		parameter = government_has_merit
		monthly_merit = 5
	}
	
	levy = 225

	on_complete = {
		county.holder = { add_prestige = major_prestige_value }
	}

	ai_value = {
		base = 10
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_embassy
}
