﻿monastery_holding = {
	primary_building = monastery_01
	buildings = {
		outposts_01
		farm_estates_01
		cereal_fields_01
		pastures_01
		peat_quarries_01
		hill_farms_01
		logging_camps_01
		plantations_01
		quarries_01
		orchards_01
		elephant_pens_01
		hunting_grounds_01
		regimental_grounds_01
		barracks_01
		military_camps_01
		camel_farms_01
		stables_01
		smiths_01
		hillside_grazing_01
		warrior_lodges_01
		horse_pastures_01
		windmills_01
		watermills_01
		caravanserai_01
		workshops_01
		wind_furnace_01

		guild_halls_01

		monastic_schools_01

		common_tradeport_01

		#AGOT Buildings
		apiaries_01

		# Base game buildings
		breweries_01

		# [mbrxxx]
		hospital_01
		farming_01
		vineyard_01
		tunnel_01
		civil_engineering_01
		# [/mbrxxx]
	}

	can_be_inherited = yes
}

ruin_holding = {
	primary_building = ruin_01
	buildings = {
		small_ruin_01
		medium_ruin_01
		large_ruin_01

		ruin_salted_earth_01
		ruin_desolate_01
		ruin_flooded_01
		ruin_renowned_01
		ruin_infamous_01
		ruin_wildfire_01
	}
}

pirate_den_holding = {
	primary_building = pirate_den_01
	buildings = {
		agot_slave_camps_01
		agot_pirate_control_01
		agot_pirate_economic_01
		agot_pirate_supply_01
		agot_pirate_troop_01
		agot_pirate_military_01
		agot_pirate_fortification_01

		# [mbrxxx]
		medicine_lodge_01
		raiding_01
		shipyard_01
		civil_engineering_01
		# [/mbrxxx]
	}
}

unknown_holding = {
	primary_building = unknown_01

	parameters = {
		no_buildings
		no_levies
	}
}

wilderness_holding = {
	primary_building = wilderness_01

	buildings = {
		wolf_den
		bear_den
		flooded_lands
		bandits
		dense_growth
		pirate_remnants

		# [mbrxxx]
		medicine_lodge_01
		raiding_01
		civil_engineering_01
		# [/mbrxxx]
	}
}

settlement_holding = {
	primary_building = settlement_01

	buildings = {
		stockades_01
		local_militia_01
		trading_outposts_01
		construction_guilds_01
		tribal_stockades_01
		tribal_local_militia_01
		tribal_trading_outposts_01
		tribal_construction_guilds_01
		wolf_den
		wolf_den_cleared
		bear_den
		bear_den_cleared
		flooded_lands
		flooded_lands_cleared
		bandits
		bandits_cleared
		dense_growth
		dense_growth_cleared
		pirate_remnants
		pirate_remnants_cleared

		# [mbrxxx]
		medicine_lodge_01
		raiding_01
		civil_engineering_01
		# [/mbrxxx]
	}
}
