﻿# Mammoth Training Ground
building_ary_mtg_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_ary_mtg_01_building }
	}
}
# Wall of Adamant
building_ary_woa_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_woa_01_building }
}
# Empire Walls
building_ary_ew_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_ew_01_building }
}
# Empire Tax Offices
building_ary_eto_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_eto_01_building }
}
# City Port
building_ary_cp_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_cp_01_building }
	OR = {
		is_coastal = yes
		is_riverside_province = yes
	}
}
# Large Military Camp
building_ary_lmc_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_lmc_01_building }
}
# Ruby Mines
building_ary_dim_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_dim_01_building }
	OR = {
		terrain = mountains
		terrain = desert_mountains
		terrain = hills
		terrain = terraced_hills
		is_mountainous_or_hilly_trigger = yes
	}
}
# Sea Watchtower
building_ary_swt_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_swt_01_building }
	OR = {
		is_coastal = yes
		is_riverside_province = yes
	}
}
# The Logistics
building_ary_tml_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_tml_01_building }
	OR = {
		terrain = farmlands
		terrain = plains
	}
}
# The Goldlessfort
building_ary_og_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_og_01_building }
	OR = {
		terrain = mountains
		terrain = desert_mountains
		terrain = hills
		terrain = terraced_hills
		is_mountainous_or_hilly_trigger = yes
	}
}
# Capital of the Empire
building_ary_cote_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_cote_01_building }
}
# Deep Forest Arrow
building_ary_dfa_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_dfa_01_building }
	OR = {
		terrain = jungle
		terrain = forest
		terrain = taiga
		is_wooded_trigger = yes
	}
}
# Wetlands Moat
building_ary_wetm_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_wetm_01_building }
	OR = {
		terrain = wetlands
		terrain = floodplains
	}
}
# Cavalry Field
building_ary_caryf_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_caryf_01_building }
	OR = {
		terrain = farmlands
		terrain = plains
		is_flatlands_trigger = yes
	}
}
# Highland Arsenal
building_ary_swordasa_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_swordasa_01_building }
	OR = {
		terrain = mountains
		terrain = desert_mountains
		terrain = hills
		terrain = terraced_hills
		is_mountainous_or_hilly_trigger = yes
	}
}
# Camel Training Grounds
building_ary_cameltg_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_cameltg_01_building }
	OR = {
		terrain = desert
		terrain = oasis
		terrain = drylands
		terrain = desert_mountains
		is_desert_trigger = yes
	}
}
# Horse Archer Training Grounds
building_ary_hatg_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_ary_hatg_01_building }
}
# Knights Hall of Fame
building_ary_knightshof_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_ary_knightshof_01_building }
	}
}
# Square of True Faith
building_ary_squareotf_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_ary_squareotf_01_building }
	}
}
# Merchant Guilds
building_ary_merchantg_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_ary_merchantg_01_building }
	}
}
# The Divine Citadel
building_ary_highh_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_ary_highh_01_building }
	}
}
# Dome of Learning
building_ary_domeol_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_ary_domeol_01_building }
	}
}
# Firearms Factories
building_ary_firearmsf_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_ary_firearmsf_01_building }
	}
}
# ARY Rule VS is mean Vanilla Styles
# Most tradition in Vanilla Styles Rule will reduced a bonus of -15%, and to -50% in some tradition
#        #         #          #          #
# Wall of Adamant # Vanilla
building_vv_ary_woa_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_vv_ary_woa_01_building }
}
# City Port # Vanilla
building_vv_ary_cp_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_vv_ary_cp_01_building }
	OR = {
		is_coastal = yes
		is_riverside_province = yes
	}
}
# Ruby Mines # Vanilla
building_vv_ary_dim_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_vv_ary_dim_01_building }
	OR = {
		terrain = mountains
		terrain = desert_mountains
		terrain = hills
		terrain = terraced_hills
		is_mountainous_or_hilly_trigger = yes
	}
}
# Capital of the Empire # Vanilla
building_vv_ary_cote_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_vv_ary_cote_01_building }
}
# Knights Hall of Fame # Vanilla
building_vv_ary_knightshof_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_vv_ary_knightshof_01_building }
	}
}
# Square of True Faith # Vanilla
building_vv_ary_squareotf_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_vv_ary_squareotf_01_building }
	}
}
# Merchant Guilds # Vanilla
building_vv_ary_merchantg_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_vv_ary_merchantg_01_building }
	}
}
# The Divine Citadel # Vanilla
building_vv_ary_highh_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_vv_ary_highh_01_building }
	}
}
# Dome of Learning # Vanilla
building_vv_ary_domeol_requirement_terrain = {
	OR = {
		culture = { has_cultural_parameter = unlock_vv_ary_domeol_01_building }
	}
}
# The Goldlessfort # Vanilla
building_vv_ary_og_requirement_terrain = {
	culture = { has_cultural_parameter = unlock_vv_ary_og_01_building }
	OR = {
		terrain = mountains
		terrain = desert_mountains
		terrain = hills
		terrain = terraced_hills
		is_mountainous_or_hilly_trigger = yes
	}
}