﻿##########
# CUSTOM
##########

bebbenburg_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_bebbenburg.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}
	
	cost_gold = 1500

	character_modifier = {
		domain_limit = 1
		monthly_lifestyle_xp_gain_mult = 0.05
		monthly_dynasty_prestige_mult = 0.05
		archers_toughness_mult = 0.05
		archers_damage_mult = 0.05
	}
	max_garrison = good_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_3
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
	}
	county_modifier = {
		development_growth_factor = 0.05
		tax_mult = 0.05
	}
	
	ai_value = {
		base = 8
		culture_likely_to_fortify_modifier = yes
		modifier = {
			factor = 5
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_castle
				}
			}
		}
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special
}

manx_01 = { 

	construction_time = very_slow_construction_time

	type_icon = "icon_manx.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}

	cost_gold = 1500

	character_modifier = {
		monthly_prestige = 0.05
		knight_limit = 1
		knight_effectiveness_mult = 0.05
		heavy_infantry_toughness_mult = 0.05
		heavy_infantry_damage_mult = 0.05
	}
	max_garrison = good_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_3
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
	}
	county_modifier = {
		development_growth_factor = 0.05
		tax_mult = 0.05
	}
	
	ai_value = {
		base = 8
		culture_likely_to_fortify_modifier = yes
		modifier = {
			factor = 5
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_castle
				}
			}
		}
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special
}
