﻿support_01 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct_potential = {
		or = {
			has_building_or_higher = castle_01
			has_building_or_higher = tribe_01
		}
	}

	cost_gold = normal_building_tier_2_cost

	province_modifier = {
		fort_level = normal_building_fort_level_tier_2
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
	}

	# province_terrain_modifier = {
	# 	parameter = tribal_holding_fort_level_in_jungle_bonus
	# 	terrain = majorroad_jungle
	# 	additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
	# }

	# province_terrain_modifier = {
	# 	parameter = tribal_holding_fort_level_in_jungle_bonus
	# 	terrain = minorroad_jungle
	# 	additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
	# }

	# province_terrain_modifier = {
	# 	parameter = castle_holding_fort_level_in_jungle_bonus
	# 	terrain = majorroad_jungle
	# 	additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value
	# }

	# province_terrain_modifier = {
	# 	parameter = castle_holding_fort_level_in_jungle_bonus
	# 	terrain = minorroad_jungle
	# 	additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value
	# }

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = normal_building_advantage_tier_1
	}

	character_modifier = {
		county_opinion_add = 5
		army_maintenance_mult = -0.02
	}

	county_modifier = {
		monthly_county_control_growth_factor = 0.02
	}

	next_building = support_02

	type_icon = "icon_building_support.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 1
			scope:holder = {
				or = {
					has_government = feudal_government
					has_government = clan_government
				}
			}
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_support
}

support_02 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct_potential = {
		has_building_or_higher = support_01
	}

	cost_gold = normal_building_tier_3_cost

	province_modifier = {
		fort_level = normal_building_fort_level_tier_4
		stationed_maa_damage_mult = normal_maa_damage_tier_4
		stationed_maa_toughness_mult = normal_maa_toughness_tier_4
		stationed_siege_weapon_toughness_mult = normal_maa_toughness_tier_4
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4
	}

	# province_terrain_modifier = {
	# 	parameter = tribal_holding_fort_level_in_jungle_bonus
	# 	terrain = majorroad_jungle
	# 	additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
	# }

	# province_terrain_modifier = {
	# 	parameter = tribal_holding_fort_level_in_jungle_bonus
	# 	terrain = minorroad_jungle
	# 	additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
	# }

	# province_terrain_modifier = {
	# 	parameter = castle_holding_fort_level_in_jungle_bonus
	# 	terrain = majorroad_jungle
	# 	additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value
	# }

	# province_terrain_modifier = {
	# 	parameter = castle_holding_fort_level_in_jungle_bonus
	# 	terrain = minorroad_jungle
	# 	additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value
	# }

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = normal_building_advantage_tier_2
	}

	character_modifier = {
		county_opinion_add = 5
		army_maintenance_mult = -0.03
	}

	county_modifier = {
		monthly_county_control_growth_factor = 0.02
	}

	next_building = support_03

	type_icon = "icon_building_support.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 1
			scope:holder = {
				or = {
					has_government = feudal_government
					has_government = clan_government
				}
			}
		}
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_support
}

support_03 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	is_enabled = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost

	province_modifier = {
		fort_level = normal_building_fort_level_tier_6
		stationed_maa_damage_mult = high_maa_damage_tier_6
		stationed_maa_toughness_mult = high_maa_toughness_tier_6
		stationed_siege_weapon_toughness_mult = high_maa_toughness_tier_6
		stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_6
	}

	# province_terrain_modifier = {
	# 	parameter = castle_holding_fort_level_in_jungle_bonus
	# 	terrain = majorroad_jungle
	# 	additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value
	# }

	# province_terrain_modifier = {
	# 	parameter = castle_holding_fort_level_in_jungle_bonus
	# 	terrain = minorroad_jungle
	# 	additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value
	# }

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = normal_building_advantage_tier_3
	}

	character_modifier = {
		county_opinion_add = 10
		army_maintenance_mult = -0.04
	}

	county_modifier = {
		monthly_county_control_growth_factor = 0.03
	}

	next_building = support_04

	type_icon = "icon_building_support.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 1
			scope:holder = {
				or = {
					has_government = feudal_government
					has_government = clan_government
				}
			}
		}
		modifier = {
			factor = 0
			scope:holder = {
				has_government = tribal_government
			}
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_support
}

support_04 = {
	construction_time = mbrxxx_construction_time_2_years

	is_enabled = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost

	province_modifier = {
		fort_level = normal_building_fort_level_tier_8
		stationed_maa_damage_mult = high_maa_damage_tier_8
		stationed_maa_toughness_mult = high_maa_toughness_tier_8
		stationed_siege_weapon_toughness_mult = high_maa_toughness_tier_8
		stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_8
	}

	# province_terrain_modifier = {
	# 	parameter = castle_holding_fort_level_in_jungle_bonus
	# 	terrain = majorroad_jungle
	# 	additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value
	# }

	# province_terrain_modifier = {
	# 	parameter = castle_holding_fort_level_in_jungle_bonus
	# 	terrain = minorroad_jungle
	# 	additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value
	# }

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = normal_building_advantage_tier_4
	}

	character_modifier = {
		county_opinion_add = 10
		army_maintenance_mult = -0.05
		siege_weapon_recruitment_cost_mult = -0.45
		siege_weapon_maintenance_mult = -0.45
	}

	county_modifier = {
		monthly_county_control_growth_factor = 0.04
	}

	type_icon = "icon_building_support.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 1
			scope:holder = {
				or = {
					has_government = feudal_government
					has_government = clan_government
				}
			}
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_support
}
