﻿@camp_building_main_slot_construction_duration_t1 = 730
@camp_building_main_slot_construction_duration_t2 = 730
@camp_building_main_slot_construction_duration_t3 = 730
@camp_building_main_slot_construction_duration_t4 = 730
@camp_building_main_slot_construction_duration_t5 = 730
@camp_building_main_slot_construction_duration_t6 = 730

@camp_building_internal_slot_construction_duration_t1 = 360

@buildspeed1 = 730

##################
# CAMP BUILDINGS
##################
### Camp Main Building - Pavilion
tribal_camp_main_01 = {
	slot_type = main
	# Always built, so construction time doesn't matter.
	construction_time = 1
	internal_slots = 1
	allowed_domicile_types = { tribal_camp }

	cost = {
		gold = 150
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
		domicile_external_slots_capacity_add = 1
	}
	
	# If you ever lose your main tent, for the love of god, get it back AQAP.
	ai_value = { value = 10000 }
	
	### WESTERN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### TRIBAL
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### STEPPE
	asset = {
		trigger = {
			owner.culture = {
				has_graphical_steppe_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### DESERT
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
}
tribal_camp_main_02 = {
	slot_type = main
	construction_time = @camp_building_main_slot_construction_duration_t4
	allowed_domicile_types = { tribal_camp }
	internal_slots = 2
	previous_building = tribal_camp_main_01

	can_construct = { highest_held_title_tier >= 3 }

	cost = { gold = 250 }

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
		domicile_external_slots_capacity_add = 1
	}
	
	ai_value = {
		value = camp_main_main_path_value
		if = {
			limit = {
				num_domicile_buildings >= 4
			}
			multiply = 10
		}
	}
	
	### WESTERN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### TRIBAL
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### STEPPE
	asset = {
		trigger = {
			owner.culture = {
				has_graphical_steppe_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### DESERT
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
}
tribal_camp_main_03 = {
	slot_type = main
	construction_time = @camp_building_main_slot_construction_duration_t5
	allowed_domicile_types = { tribal_camp }
	internal_slots = 3
	previous_building = tribal_camp_main_02

	can_construct = { highest_held_title_tier >= 3 }

	cost = { gold = 350 }

	character_modifier = {
		domicile_monthly_prestige_add = 0.5
		domicile_monthly_prestige_mult = 0.02
		domicile_external_slots_capacity_add = 1
	}
	
	ai_value = {
		value = camp_main_main_path_value
		if = {
			limit = {
				num_domicile_buildings >= 8
			}
			multiply = 10
		}
	}
	
	### WESTERN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### TRIBAL
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### STEPPE
	asset = {
		trigger = {
			owner.culture = {
				has_graphical_steppe_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### DESERT
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
}
tribal_camp_main_04 = {
	slot_type = main
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { tribal_camp }
	internal_slots = 4
	previous_building = tribal_camp_main_03

	can_construct = { highest_held_title_tier >= 4 }

	cost = { gold = 420 }

	character_modifier = {
		domicile_monthly_prestige_add = 0.75
		domicile_monthly_prestige_mult = 0.03
		domicile_external_slots_capacity_add = 1
	}
	
	ai_value = {
		value = camp_main_main_path_value
		if = {
			limit = {
				num_domicile_buildings >= 12
			}
			multiply = 10
		}
	}
	
	### WESTERN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### TRIBAL
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### STEPPE
	asset = {
		trigger = {
			owner.culture = {
				has_graphical_steppe_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### DESERT
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
}
tribal_camp_main_05 = {
	slot_type = main
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { tribal_camp }
	internal_slots = 5
	previous_building = tribal_camp_main_04

	can_construct = { highest_held_title_tier >= 4 }

	cost = { gold = 550 }

	character_modifier = {
		domicile_monthly_prestige_add = 0.75
		domicile_monthly_prestige_mult = 0.05
	}
	
	ai_value = {
		value = camp_main_main_path_value
		if = {
			limit = {
				num_domicile_buildings >= 12
			}
			multiply = 10
		}
	}
	
	### WESTERN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### TRIBAL
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### STEPPE
	asset = {
		trigger = {
			owner.culture = {
				has_graphical_steppe_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### DESERT
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
}
tribal_camp_main_06 = {
	slot_type = main
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { tribal_camp }
	internal_slots = 6
	previous_building = tribal_camp_main_05

	can_construct = { highest_held_title_tier >= 5 }

	cost = { gold = 900 }

	character_modifier = {
		domicile_monthly_prestige_add = 1
		domicile_monthly_prestige_mult = 0.05
	}
	
	ai_value = {
		value = camp_main_main_path_value
		if = {
			limit = {
				num_domicile_buildings >= 12
			}
			multiply = 10
		}
	}
	
	### WESTERN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### TRIBAL
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_norse_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### STEPPE
	asset = {
		trigger = {
			owner.culture = {
				has_graphical_steppe_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

	### DESERT
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
					has_graphical_mediterranean_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
}

# Upgrades
tribal_main_upgrade_03 = { # Basic Sanitation
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		epidemic_resistance = 10
		domicile_monthly_gold_add = -0.2
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = learning_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_14 = { # Public Baths
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		health = 0.15
		negate_health_penalty_add = 0.15
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_04 = { # Toll Collectors
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		domain_tax_mult = 0.10
		county_opinion_add = -5
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = stewardship_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_05 = { # Night Patrol
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		monthly_county_control_growth_at_war_add = 0.1
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = stewardship_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_06 = { # Religious Tolerance
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		different_faith_opinion = 10
		clergy_opinion = -10
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = learning_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_07 = { # Public Punishments 
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		dread_baseline_add = 5
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = stewardship_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_torture.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_08 = { # Food Distribution
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		county_opinion_add = 5
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_18 = { # Encouraged Literacy
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		learn_language_scheme_phase_duration_add = -40
		monthly_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = learning_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_09 = { # Dogfights
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		stress_gain_mult = -0.10
		courtier_and_guest_opinion = 5
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = martial_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_10 = { # Code of Conduct
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		independent_ruler_opinion = 10
		guest_opinion = 5
		courtier_opinion = -5
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_future_dreams.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_11 = { # Urban Planning
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		legitimacy_gain_mult = 0.20
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fixed_layout.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_17 = { # Seasoned Couriers
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		vassal_tax_contribution_mult = 0.05
		vassal_levy_contribution_mult = 0.05
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_01 = { # Alcohol Restrictions
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		courtier_and_guest_opinion = -5
		build_speed = -0.10
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = learning_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_02 = { # Sponsored Brothels
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		fertility = 0.10
		attraction_opinion = 5
		clergy_opinion = -5
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_pleasure_tents.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_16 = { # Slavers Den
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		monthly_war_income_mult = 0.10
		independent_ruler_opinion = -5
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = martial_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ransom_cages.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_12 = { # Sponsored Criminals
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		owned_hostile_scheme_success_chance_add = 8
		general_opinion = -5
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_13 = { # Information Brokers
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		enemy_scheme_secrecy_add = -10
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}
tribal_main_upgrade_15 = { # Settlement Palisade
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_main_01

	cost = { gold = 50 }

	character_modifier = {
		additional_fort_level = 1
	}
	
	ai_value = {
		value = 10
		if = {
			limit = {
				owner = { has_lifestyle = martial_lifestyle }
			}
			add = 100
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_palisade.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png"
	}
}



### Baggage Train - Travel & Escorting
tribal_baggage_train_01 = {
	construction_time = @camp_building_main_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }

	cost = { gold = 80 }

	character_modifier = {
		different_culture_opinion = 2
		opinion_of_different_culture = 2
		levy_size = 0.02
	}
	
	ai_value = { value = baggage_train_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
tribal_baggage_train_02 = {
	construction_time = @camp_building_main_slot_construction_duration_t2
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_baggage_train_01

	cost = { gold = 120 }

	character_modifier = {
		different_faith_opinion = 2
		opinion_of_different_faith = 2
		levy_size = 0.02
	}
	
	ai_value = { value = baggage_train_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
tribal_baggage_train_03 = {
	construction_time = @camp_building_main_slot_construction_duration_t3
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_baggage_train_02

	cost = { gold = 200 }

	character_modifier = {
		different_culture_opinion = 2
		different_faith_opinion = 2
		opinion_of_different_culture = 2
		opinion_of_different_faith = 2
	}
	
	ai_value = { value = baggage_train_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
tribal_baggage_train_04 = {
	construction_time = @camp_building_main_slot_construction_duration_t4
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_baggage_train_03

	cost = { gold = 300 }

	character_modifier = {
		different_culture_opinion = 3
		opinion_of_different_culture = 3
		levy_size = 0.04
	}
	
	ai_value = { value = baggage_train_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
tribal_baggage_train_05 = {
	construction_time = @camp_building_main_slot_construction_duration_t5
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_baggage_train_04

	cost = { gold = 420 }

	character_modifier = {
		different_faith_opinion = 3
		opinion_of_different_faith = 3
		levy_size = 0.04
	}
	
	ai_value = { value = baggage_train_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}
tribal_baggage_train_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_baggage_train_05

	cost = { gold = 550 }

	character_modifier = {
		different_culture_opinion = 3
		different_faith_opinion = 3
		opinion_of_different_culture = 3
		opinion_of_different_faith = 3
	}
	
	ai_value = { value = baggage_train_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
	}
}

### Mess Tent - Morsels & Morale
tribal_mess_tent_01 = {
	construction_time = @camp_building_main_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }

	cost = { gold = 80 }

	character_modifier = {
		clergy_opinion = 2
		personal_scheme_phase_duration_add = -6
		domicile_monthly_piety_add = 0.25
	}
	
	ai_value = { value = mess_tent_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
	}
}
tribal_mess_tent_02 = {
	construction_time = @camp_building_main_slot_construction_duration_t2
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_mess_tent_01

	cost = { gold = 120 }

	character_modifier = {
		clergy_opinion = 2
		personal_scheme_phase_duration_add = -6
		domicile_monthly_piety_add = 0.25
	}
	
	ai_value = { value = mess_tent_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
	}
}
tribal_mess_tent_03 = {
	construction_time = @camp_building_main_slot_construction_duration_t3
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_mess_tent_02

	cost = { gold = 200 }

	character_modifier = {
		clergy_opinion = 2
		personal_scheme_phase_duration_add = -6
		domicile_monthly_piety_add = 0.25
	}
	
	ai_value = { value = mess_tent_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
	}
}
tribal_mess_tent_04 = {
	construction_time = @camp_building_main_slot_construction_duration_t4
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_mess_tent_03

	cost = { gold = 300 }

	character_modifier = {
		clergy_opinion = 4
		personal_scheme_phase_duration_add = -10
		domicile_monthly_piety_add = 0.50
	}
	
	ai_value = { value = mess_tent_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
	}
}
tribal_mess_tent_05 = {
	construction_time = @camp_building_main_slot_construction_duration_t5
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_mess_tent_04

	cost = { gold = 420 }

	character_modifier = {
		clergy_opinion = 4
		personal_scheme_phase_duration_add = -10
		domicile_monthly_piety_add = 0.50
	}
	
	ai_value = { value = mess_tent_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
	}
}
tribal_mess_tent_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_mess_tent_05

	cost = { gold = 550 }

	character_modifier = {
		clergy_opinion = 4
		personal_scheme_phase_duration_add = -10
		domicile_monthly_piety_add = 0.50
	}
	
	ai_value = { value = mess_tent_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
	}
}

### Proving Grounds - Training & Recruitment
tribal_proving_grounds_01 = {
	construction_time = @camp_building_main_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }

	cost = { gold = 80 }

	character_modifier = {
		levy_toughness = 1
	}
	
	ai_value = { value = proving_grounds_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
	}
}
tribal_proving_grounds_02 = {
	construction_time = @camp_building_main_slot_construction_duration_t2
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_proving_grounds_01

	cost = { gold = 120 }

	character_modifier = {
		levy_attack = 1
	}
	
	ai_value = { value = proving_grounds_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
	}
}
tribal_proving_grounds_03 = {
	construction_time = @camp_building_main_slot_construction_duration_t3
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_proving_grounds_02

	cost = { gold = 200 }

	character_modifier = {
		levy_toughness = 1
		levy_pursuit = 1
	}
	
	ai_value = { value = proving_grounds_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
	}
}
tribal_proving_grounds_04 = {
	construction_time = @camp_building_main_slot_construction_duration_t4
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_proving_grounds_03

	cost = { gold = 300 }

	character_modifier = {
		levy_attack = 1
		levy_screen = 1
		prowess = 1
	}
	
	ai_value = { value = proving_grounds_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
	}
}
tribal_proving_grounds_05 = {
	construction_time = @camp_building_main_slot_construction_duration_t5
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_proving_grounds_04

	cost = { gold = 420 }

	character_modifier = {
		levy_toughness = 1
		levy_screen = 1
		prowess = 1
	}
	
	ai_value = { value = proving_grounds_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
	}
}
tribal_proving_grounds_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_proving_grounds_05

	cost = { gold = 550 }

	character_modifier = {
		levy_attack = 1
		levy_pursuit = 1
		prowess = 2
	}
	
	ai_value = { value = proving_grounds_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
	}
}

### Perimeter - Defence & Counter-espionage
tribal_camp_perimeter_01 = {
	construction_time = @camp_building_main_slot_construction_duration_t1
	allowed_domicile_types = { tribal_camp }

	cost = { gold = 80 }

	character_modifier = {
		garrison_size = 0.02
		enemy_hostile_scheme_success_chance_add = -2
		enemy_scheme_secrecy_add = -2
	}
	
	ai_value = { value = camp_perimeter_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}
tribal_camp_perimeter_02 = {
	construction_time = @camp_building_main_slot_construction_duration_t2
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_perimeter_01

	cost = { gold = 120 }

	character_modifier = {
		garrison_size = 0.02
		enemy_hostile_scheme_success_chance_add = -2
		enemy_scheme_secrecy_add = -2
	}
	
	ai_value = { value = camp_perimeter_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}
tribal_camp_perimeter_03 = {
	construction_time = @camp_building_main_slot_construction_duration_t3
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_perimeter_02

	cost = { gold = 200 }

	character_modifier = {
		garrison_size = 0.06
		enemy_hostile_scheme_success_chance_add = -2
		enemy_scheme_secrecy_add = -2
	}
	
	ai_value = { value = camp_perimeter_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}
tribal_camp_perimeter_04 = {
	construction_time = @camp_building_main_slot_construction_duration_t4
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_perimeter_03

	cost = { gold = 300 }

	character_modifier = {
		garrison_size = 0.06
		enemy_hostile_scheme_success_chance_add = -2
		enemy_scheme_secrecy_add = -2
	}
	
	ai_value = { value = camp_perimeter_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}
tribal_camp_perimeter_05 = {
	construction_time = @camp_building_main_slot_construction_duration_t5
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_perimeter_04

	cost = { gold = 420 }

	character_modifier = {
		garrison_size = 0.12
		enemy_hostile_scheme_success_chance_add = -2
		enemy_scheme_secrecy_add = -2
	}
	
	ai_value = { value = camp_perimeter_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}
tribal_camp_perimeter_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_perimeter_05

	cost = { gold = 550 }

	character_modifier = {
		garrison_size = 0.12
		enemy_hostile_scheme_success_chance_add = -2
		enemy_scheme_secrecy_add = -2
	}
	
	ai_value = { value = camp_perimeter_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}

### Market
tribal_camp_market_01 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }

	can_construct = {
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 120
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		character_capital_county_monthly_development_growth_add = 0.1
		epidemic_resistance = -5
		county_opinion_add = 4
		domicile_monthly_gold_add = 0.25
	}
	
	ai_value = {
		value = 8
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = grain_field_01
					has_domicile_building_or_higher = vineyard_01
					has_domicile_building_or_higher = olive_01
				}
			}
			add = 20
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
tribal_camp_market_02 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_market_01

	can_construct = { highest_held_title_tier >= 3 }

	cost = {
		gold = {
			value = 240
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		character_capital_county_monthly_development_growth_add = 0.1
		epidemic_resistance = -5
		county_opinion_add = 4
		domicile_monthly_gold_add = 0.25
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
tribal_camp_market_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_market_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_02 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		character_capital_county_monthly_development_growth_add = 0.1
		epidemic_resistance = -5
		county_opinion_add = 4
		domicile_monthly_gold_add = 0.5
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
tribal_camp_market_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_market_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		character_capital_county_monthly_development_growth_add = 0.1
		epidemic_resistance = -5
		county_opinion_add = 4
		domicile_monthly_gold_add = 0.5
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
tribal_camp_market_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_market_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		character_capital_county_monthly_development_growth_add = 0.1
		epidemic_resistance = -5
		county_opinion_add = 4
		domicile_monthly_gold_add = 0.75
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
tribal_camp_market_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_market_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		character_capital_county_monthly_development_growth_add = 0.1
		epidemic_resistance = -5
		county_opinion_add = 4
		domicile_monthly_gold_add = 0.75
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/illustrations/activity_locales/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}

### Grazing Lands
tribal_camp_grazing_land_01 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }

	can_construct = { highest_held_title_tier >= 3 }

	cost = {
		gold = {
			value = 120
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
tribal_camp_grazing_land_02 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grazing_land_01

	can_construct = { highest_held_title_tier >= 3 }

	cost = {
		gold = {
			value = 240
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
	}


	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
tribal_camp_grazing_land_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grazing_land_02

	can_construct = { highest_held_title_tier >= 3 }

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
tribal_camp_grazing_land_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grazing_land_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		light_cavalry_recruitment_cost_mult = -0.05
		heavy_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
tribal_camp_grazing_land_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grazing_land_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		light_cavalry_recruitment_cost_mult = -0.05
		heavy_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
tribal_camp_grazing_land_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grazing_land_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		light_cavalry_recruitment_cost_mult = -0.05
		heavy_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}

# Horse Archer sub-branch
tribal_camp_horse_pasture_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grazing_land_03

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
}
tribal_camp_horse_pasture_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_horse_pasture_04

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
}
tribal_camp_horse_pasture_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_horse_pasture_05

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
}

# Camel sub-branch
tribal_camp_camel_pasture_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grazing_land_03
	
	can_construct = {
		culture ?= { has_innovation = innovation_war_camels }
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		camel_cavalry_damage_mult = 0.04
		camel_cavalry_toughness_mult = 0.02
		camel_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_camel_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
}
tribal_camp_camel_pasture_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_camel_pasture_04
	
	can_construct = {
		culture ?= { has_innovation = innovation_war_camels }
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		camel_cavalry_damage_mult = 0.04
		camel_cavalry_toughness_mult = 0.02
		camel_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_camel_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
}
tribal_camp_camel_pasture_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_camel_pasture_05
	
	can_construct = {
		culture ?= { has_innovation = innovation_war_camels }
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		camel_cavalry_damage_mult = 0.04
		camel_cavalry_toughness_mult = 0.02
		camel_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_camel_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
}

# Elephant sub-branch
tribal_camp_elephant_pasture_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grazing_land_03
	
	can_construct = {
		culture ?= { has_innovation = innovation_elephantry }
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
		elephant_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 12
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
}
tribal_camp_elephant_pasture_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_elephant_pasture_04
	
	can_construct = {
		culture ?= { has_innovation = innovation_elephantry }
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
		elephant_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 10
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
}
tribal_camp_elephant_pasture_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_elephant_pasture_05
	
	can_construct = {
		culture ?= { has_innovation = innovation_elephantry }
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
		elephant_cavalry_recruitment_cost_mult = -0.05
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
}

### Grain Fields
tribal_camp_grain_field_01 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }

	can_construct = { highest_held_title_tier >= 3 }

	cost = {
		gold = {
			value = 120
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		monthly_legitimacy_add = 0.25
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = vineyard_01
					has_domicile_building_or_higher = olive_01
					has_domicile_building_or_higher = market_01
				}
			}
			add = 20
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
tribal_camp_grain_field_02 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grain_field_01

	can_construct = { highest_held_title_tier >= 3 }

	cost = {
		gold = {
			value = 240
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.1
		monthly_legitimacy_add = 0.25
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
tribal_camp_grain_field_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grain_field_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_02 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		monthly_legitimacy_add = 0.5
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
tribal_camp_grain_field_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grain_field_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}


	character_modifier = {
		domicile_monthly_gold_add = 0.2
		monthly_legitimacy_add = 0.5
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
tribal_camp_grain_field_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grain_field_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_legitimacy_add = 0.75
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
tribal_camp_grain_field_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_grain_field_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 3
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_legitimacy_add = 0.75
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}


### Watchtower
tribal_camp_watchtower_01 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }

	can_construct = {
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 120
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.1
		dread_baseline_add = 4
	}

	parameters = {
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
tribal_camp_watchtower_02 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_watchtower_01

	can_construct = {
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 240
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.1
		dread_baseline_add = 4
	}

	parameters = {
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
tribal_camp_watchtower_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_watchtower_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_02 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.1
		dread_baseline_add = 4
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
tribal_camp_watchtower_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_watchtower_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.2
		dread_baseline_add = 6
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
tribal_camp_watchtower_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_watchtower_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.2
		dread_baseline_add = 6
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
tribal_camp_watchtower_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_watchtower_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.3
		dread_baseline_add = 8
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}

### Storage
tribal_camp_storage_01 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }

	can_construct = {
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 120
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		supply_capacity_mult = 0.1
		army_maintenance_mult = -0.05
		courtier_and_guest_opinion = 5
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}
tribal_camp_storage_02 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_storage_01

	can_construct = {
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 240
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		supply_capacity_mult = 0.10
		army_maintenance_mult = -0.05
		courtier_and_guest_opinion = 5
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}

# Warehouse sub-branch
tribal_camp_storage_warehouse_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_storage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_02 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		powerful_vassal_opinion = 5
		army_maintenance_mult = -0.05
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}
tribal_camp_storage_warehouse_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_storage_warehouse_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		powerful_vassal_opinion = 5
		army_maintenance_mult = -0.05
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}
tribal_camp_storage_warehouse_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_storage_warehouse_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		powerful_vassal_opinion = 5
		army_maintenance_mult = -0.05
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}

# Granary sub-branch
tribal_camp_storage_granary_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_storage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_02 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		vassal_opinion = 5
		epidemic_resistance = 7
		county_opinion_add = 5
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}
tribal_camp_storage_granary_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_storage_granary_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		vassal_opinion = 5
		epidemic_resistance = 8
		county_opinion_add = 5
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}
tribal_camp_storage_granary_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_storage_granary_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		vassal_opinion = 5
		epidemic_resistance = 8
		county_opinion_add = 5
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}

### Workshop
tribal_camp_workshop_01 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }

	can_construct = {
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 120
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_build_speed = -0.05
		monthly_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
tribal_camp_workshop_02 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_01

	can_construct = {
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 240
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_build_speed = -0.05
		monthly_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

# Carpenter sub-branch
tribal_camp_workshop_carpenter_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_02 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		siege_weapon_siege_value_mult = 0.05
		domicile_build_speed = -0.05
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}
tribal_camp_workshop_carpenter_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_carpenter_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		siege_weapon_siege_value_mult = 0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}
tribal_camp_workshop_carpenter_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_carpenter_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		siege_weapon_siege_value_mult = 0.07
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}
tribal_camp_workshop_carpenter_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_carpenter_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
	}

	character_modifier = {
		siege_weapon_siege_value_mult = 0.08
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}

# Mason sub-branch
tribal_camp_workshop_mason_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_02 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}
tribal_camp_workshop_mason_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_mason_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.04
		skirmishers_toughness_mult = 0.02
		heavy_infantry_damage_mult = 0.03
		heavy_infantry_toughness_mult = 0.02
		pikemen_damage_mult = 0.03
		pikemen_toughness_mult = 0.02
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}
tribal_camp_workshop_mason_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_mason_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.04
		skirmishers_toughness_mult = 0.02
		heavy_infantry_damage_mult = 0.03
		heavy_infantry_toughness_mult = 0.02
		pikemen_damage_mult = 0.03
		pikemen_toughness_mult = 0.02
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}
tribal_camp_workshop_mason_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_mason_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.05
		skirmishers_toughness_mult = 0.03
		heavy_infantry_damage_mult = 0.04
		heavy_infantry_toughness_mult = 0.03
		pikemen_damage_mult = 0.04
		pikemen_toughness_mult = 0.03
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}

# Textile sub-branch
tribal_camp_workshop_textile_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_02 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		owned_legend_spread_mult = 0.05
		court_grandeur_baseline_add = 4
		domicile_monthly_gold_add = 0.3
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}
tribal_camp_workshop_textile_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_textile_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		owned_legend_spread_mult = 0.05
		court_grandeur_baseline_add = 4
		domicile_monthly_gold_add = 0.3
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}
tribal_camp_workshop_textile_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_textile_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		owned_legend_spread_mult = 0.07
		court_grandeur_baseline_add = 6
		domicile_monthly_gold_add = 0.4
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}
tribal_camp_workshop_textile_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_workshop_textile_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		owned_legend_spread_mult = 0.08
		court_grandeur_baseline_add = 6
		domicile_monthly_gold_add = 0.4
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}

### Garden
tribal_camp_garden_01 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }

	can_construct = {
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 120
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}

	parameters = {
		increased_gardener_aptitude_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
tribal_camp_garden_02 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_garden_01

	can_construct = {
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 240
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}

	parameters = {
		increased_gardener_aptitude_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
tribal_camp_garden_03 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_garden_02

	can_construct = {
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 360
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}

	parameters = {
		increased_gardener_aptitude_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}

# Leisure Garden sub-branch
tribal_camp_garden_leisure_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_garden_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		dynasty_opinion = 5
		stress_loss_mult = 0.05
		fertility = 0.05
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
}
tribal_camp_garden_leisure_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_garden_leisure_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		dynasty_opinion = 5
		stress_loss_mult = 0.05
		fertility = 0.05
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
		scope:owner = {
			random = {
				chance = 75
				add_character_flag = {
					flag = domicile_new_built_garden_leisure
					months = 1
				}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
}
tribal_camp_garden_leisure_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_garden_leisure_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		dynasty_opinion = 5
		stress_loss_mult = 0.05
		fertility = 0.05
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 3
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
}

# Fruit Garden sub-branch
tribal_camp_garden_fruit_04 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_garden_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_03 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		development_growth = 0.1
		negate_health_penalty_add = 0.05
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
}
tribal_camp_garden_fruit_05 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_garden_fruit_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_04 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 650
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		development_growth = 0.1
		negate_health_penalty_add = 0.1
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
}
tribal_camp_garden_fruit_06 = {
	construction_time = @buildspeed1
	allowed_domicile_types = { tribal_camp }
	previous_building = tribal_camp_garden_fruit_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tribal_camp_main_05 }
		highest_held_title_tier >= 4
	}

	cost = {
		gold = {
			value = 800
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		development_growth = 0.1
		negate_health_penalty_add = 0.15
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 3
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
}