﻿camp_main_01 = {
	slot_type = main
	# Always built, so construction time doesn't matter.
	construction_time = 1
	allowed_domicile_types = { camp }

	character_modifier = {
		health = 0.5
		domicile_external_slots_capacity_add = 5
	}

	parameters = {
		camp_unlocks_second_officer = yes
	}
	
	# 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_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_01_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_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_01_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_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_01_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_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_01_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
}
### Supply Tent - Smithing & Provisions
supply_tent_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { camp }
	previous_building = supply_tent_05
	internal_slots = 9

	cost = { gold = supply_tent_06_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = supply_tent_06_domicile_building_gold_cost_value
			add = supply_tent_05_domicile_building_gold_cost_value
			add = supply_tent_04_domicile_building_gold_cost_value
			add = supply_tent_03_domicile_building_gold_cost_value
			add = supply_tent_02_domicile_building_gold_cost_value
			add = supply_tent_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		provisions_capacity_mult = 0.5
		supply_capacity_mult = 0.25
	}

	parameters = {
		camp_unlocks_quartermaster_officer = yes
		camp_unlocks_camp_party_food_option = yes
	}
	
	ai_value = { value = supply_tent_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
	}
}
# Upgrades
supply_tent_reserve_provisions = { # Reserve Provisions
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = supply_tent_01

	cost = { gold = supply_tent_reserve_provisions_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = supply_tent_reserve_provisions_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		jungle_provisions_use_mult = -0.25
		taiga_provisions_use_mult = -0.25
		oasis_provisions_use_mult = -0.2
		mountains_provisions_use_mult = -0.1
		steppe_provisions_use_mult = -0.1
		drylands_provisions_use_mult = -0.1
	}

	parameters = {
		camp_unlocks_chief_forager_officer = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
	}
}
supply_tent_reserve_water = { # Reserve Water
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = supply_tent_01

	cost = { gold = supply_tent_reserve_water_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = supply_tent_reserve_water_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		desert_provisions_use_mult = -0.25
		desert_mountains_provisions_use_mult = -0.25
		mountains_provisions_use_mult = -0.1
		steppe_provisions_use_mult = -0.1
		drylands_provisions_use_mult = -0.1
	}

	parameters = {
		camp_unlocks_chief_forager_officer = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
	}
}
supply_tent_climbing_gear = { # Climbing Gear
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { camp }
	previous_building = supply_tent_01

	cost = { gold = supply_tent_climbing_gear_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = supply_tent_climbing_gear_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		mountains_travel_danger = -20
		desert_mountains_travel_danger = -20
		mountains_advantage = 10
		desert_mountains_advantage = 10
		mountains_min_combat_roll = 5
		desert_mountains_min_combat_roll = 5
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_climbing.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
	}
}
supply_tent_subdued_gear = { # Subdued Gear
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = supply_tent_01

	cost = { gold = supply_tent_subdued_gear_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = supply_tent_subdued_gear_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		owned_scheme_secrecy_add = 20
	}

	parameters = {
		camp_unlocks_master_thief_officer = yes
		camp_reduced_criminal_contract_xp_gain = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
	}
}
### Barber Tent - Remedies & Torture
barber_tent_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { camp }
	previous_building = barber_tent_05
	internal_slots = 5

	cost = { gold = barber_tent_06_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = barber_tent_06_domicile_building_gold_cost_value
			add = barber_tent_05_domicile_building_gold_cost_value
			add = barber_tent_04_domicile_building_gold_cost_value
			add = barber_tent_03_domicile_building_gold_cost_value
			add = barber_tent_02_domicile_building_gold_cost_value
			add = barber_tent_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		epidemic_travel_danger = -10
		negate_health_penalty_add = 0.5
		hard_casualty_modifier = -0.03
		domicile_monthly_gold_add = 0.2
	}

	parameters = {
		camp_infection_chance_buff_6 = yes
	}
	
	ai_value = { value = barber_tent_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
	}
}
# Upgrades
barber_tent_reference_corpus = { # Reference Corpus
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = barber_tent_01

	cost = { gold = barber_tent_reference_corpus_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = barber_tent_reference_corpus_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.25
		monthly_learning_lifestyle_xp_gain_mult = 0.25
		learning_scheme_phase_duration = -10
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = learning_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
	}
}
barber_tent_morticians_tools = { # Mortician's Tools
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { camp }
	previous_building = barber_tent_01

	cost = { gold = barber_tent_morticians_tools_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = barber_tent_morticians_tools_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		dread_baseline_add = 30
	}

	parameters = {
		camp_gold_from_victories_or_nearby_battles = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_morticians_tools.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
	}
}
### Baggage Train - Travel & Escorting
baggage_train_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { camp }
	previous_building = baggage_train_05
	internal_slots = 13

	cost = { gold = baggage_train_06_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_06_domicile_building_gold_cost_value
			add = baggage_train_05_domicile_building_gold_cost_value
			add = baggage_train_04_domicile_building_gold_cost_value
			add = baggage_train_03_domicile_building_gold_cost_value
			add = baggage_train_02_domicile_building_gold_cost_value
			add = baggage_train_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		character_travel_speed_mult = 0.02
		provisions_capacity_mult = 0.1
		supply_capacity_mult = 0.2
		siege_weapon_max_size_add = 1
	}

	parameters = {
		camp_better_scout_for_talent = yes
		camp_unlocks_head_porter_officer = yes
		receives_more_escort_contracts = yes
	}
	
	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"
	}
}
# Upgrades
baggage_train_siege_engineers = { # Siege Engineers
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t3
	allowed_domicile_types = { camp }
	previous_building = baggage_train_01

	cost = { gold = baggage_train_siege_engineers_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_siege_engineers_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		siege_weapon_siege_value_mult = 0.25
	}

	parameters = {
		camp_unlocks_chief_engineer_officer = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = martial_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_siege_engineers.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"
	}
}
baggage_train_scribes = { # Scribes
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = baggage_train_01

	cost = { gold = baggage_train_scribes_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_scribes_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		learning_per_prestige_level = 1
	}

	parameters = {
		camp_improved_learning_contract_rewards = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = learning_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.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"
	}
}
baggage_train_proof_of_claims = { # Proof of Claims
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t3
	allowed_domicile_types = { camp }
	previous_building = baggage_train_01

	cost = { gold = baggage_train_proof_of_claims_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_proof_of_claims_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		diplomacy_per_prestige_level = 1
	}

	parameters = {
		camp_unlocks_witness_officer = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.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"
	}
}
baggage_train_ransom_cages = { # Ransom Cages
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = baggage_train_01

	cost = { gold = baggage_train_ransom_cages_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_ransom_cages_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {}

	parameters = {
		camp_unlocks_person_haggler_officer = yes
		camp_reduced_prisoner_escape_chance = yes
		camp_unlocks_abduct_scheme = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ransom_cages.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"
	}
}
baggage_train_negotiators = { # Negotiators
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = baggage_train_01

	cost = { gold = baggage_train_negotiators_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_negotiators_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.25
	}

	parameters = {
		camp_improves_wipe_slate_decision = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.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"
	}
}
baggage_train_ascetics = { # Ascetics
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = baggage_train_01

	cost = { gold = baggage_train_ascetics_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = baggage_train_ascetics_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.25
		domicile_monthly_piety_add = 3
		holy_order_hire_cost_mult = -0.5
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = learning_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.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
mess_tent_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { camp }
	previous_building = mess_tent_05
	internal_slots = 5

	cost = { gold = mess_tent_06_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = mess_tent_06_domicile_building_gold_cost_value
			add = mess_tent_05_domicile_building_gold_cost_value
			add = mess_tent_04_domicile_building_gold_cost_value
			add = mess_tent_03_domicile_building_gold_cost_value
			add = mess_tent_02_domicile_building_gold_cost_value
			add = mess_tent_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		courtier_and_guest_opinion = 3
		stress_loss_mult = 0.05
		prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value
	}

	parameters = {
		camp_unlocks_camp_cook_officer = yes
		camp_improves_gather_provisions_decision = yes
		camp_unlocks_camp_party_food_option = yes
	}
	
	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"
	}
}
### Campfire - Entertainment & Intrigue
camp_fire_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { camp }
	previous_building = camp_fire_05
	internal_slots = 8

	cost = { gold = camp_fire_06_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_fire_06_domicile_building_gold_cost_value
			add = camp_fire_05_domicile_building_gold_cost_value
			add = camp_fire_04_domicile_building_gold_cost_value
			add = camp_fire_03_domicile_building_gold_cost_value
			add = camp_fire_02_domicile_building_gold_cost_value
			add = camp_fire_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.02
	}

	parameters = {
		camp_better_scout_for_talent = yes
		fireside_chat_intent_unlock = yes
	}
	
	ai_value = { value = camp_fire_main_path_value }
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
	}
}
# Upgrades
camp_fire_local_hangers_on = { # Local Hangers-On
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { camp }
	previous_building = camp_fire_01

	cost = { gold = camp_fire_local_hangers_on_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_fire_local_hangers_on_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		contract_scheme_phase_duration_add = -10
		monthly_intrigue_lifestyle_xp_gain_add = 25
	}

	parameters = {
		camp_recruit_locals_events = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
	}
}
camp_fire_future_dreams = { # Future Dreams
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t3
	allowed_domicile_types = { camp }
	previous_building = camp_fire_01

	cost = { gold = camp_fire_future_dreams_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_fire_future_dreams_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		knight_limit = 2
		knight_effectiveness_per_diplomacy = 0.02
	}

	parameters = {
		camp_unlock_trade_oath_interaction = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = diplomacy_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_future_dreams.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
	}
}
camp_fire_nightly_debates = { # Nightly Debates
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t3
	allowed_domicile_types = { camp }
	previous_building = camp_fire_01

	cost = { gold = camp_fire_nightly_debates_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_fire_nightly_debates_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		monthly_prestige_gain_per_court_position_add = 0.15
		learning_scheme_phase_duration = major_scheme_phase_duration_bonus_value
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = learning_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_debates.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
	}
}
camp_fire_juicy_rumors = { # Juicy Rumors
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = camp_fire_01

	cost = { gold = camp_fire_juicy_rumors_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_fire_juicy_rumors_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		intrigue = 4
	}

	parameters = {
		camp_improved_criminal_contract_rewards = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
	}
}
### Proving Grounds - Training & Recruitment
proving_grounds_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { camp }
	previous_building = proving_grounds_05
	internal_slots = 13

	cost = { gold = proving_grounds_06_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = proving_grounds_06_domicile_building_gold_cost_value
			add = proving_grounds_05_domicile_building_gold_cost_value
			add = proving_grounds_04_domicile_building_gold_cost_value
			add = proving_grounds_03_domicile_building_gold_cost_value
			add = proving_grounds_02_domicile_building_gold_cost_value
			add = proving_grounds_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		maa_damage_mult = 0.04
		men_at_arms_recruitment_cost = -0.05
	}

	parameters = {
		camp_unlocks_master_of_arms_officer = yes
	}
	
	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"
	}
}
# Upgrades
proving_grounds_lockwagon = { # Lockwagon
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t2
	allowed_domicile_types = { camp }
	previous_building = proving_grounds_01

	cost = { gold = proving_grounds_lockwagon_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = proving_grounds_lockwagon_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}


	character_modifier = {
		men_at_arms_limit = 1
	}

	parameters = {
		camp_unlocks_master_of_spoils_officer = yes
		camp_improved_mercenary_contract_rewards = yes
		camp_improved_entice_local_mercenaries = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.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"
	}
}
proving_grounds_martial_study = { # Martial Study
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t3
	allowed_domicile_types = { camp }
	previous_building = proving_grounds_01

	cost = { gold = proving_grounds_martial_study_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = proving_grounds_martial_study_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		max_combat_roll = 5
		monthly_martial_lifestyle_xp_gain_add = 1
		monthly_learning_lifestyle_xp_gain_add = 1
		knight_effectiveness_per_learning = 0.01
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = learning_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.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"
	}
}
proving_grounds_the_stick_game = { # The Stick Game
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { camp }
	previous_building = proving_grounds_01

	cost = { gold = proving_grounds_the_stick_game_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = proving_grounds_the_stick_game_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		knight_effectiveness_per_intrigue = 0.01
		owned_scheme_secrecy_add = 20
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.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"
	}
}
proving_grounds_bodyguard_drills = { # Bodyguard Drills
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t3
	allowed_domicile_types = { camp }
	previous_building = proving_grounds_01

	cost = { gold = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
		scheme_discovery_chance_mult = 0.15
	}

	parameters = {
		camp_unlocks_handpicked_faithful_maa_type = yes
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = martial_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bodyguard_drills.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
camp_perimeter_06 = {
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { camp }
	previous_building = camp_perimeter_05
	internal_slots = 6

	cost = { gold = camp_perimeter_06_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_perimeter_06_domicile_building_gold_cost_value
			add = camp_perimeter_05_domicile_building_gold_cost_value
			add = camp_perimeter_04_domicile_building_gold_cost_value
			add = camp_perimeter_03_domicile_building_gold_cost_value
			add = camp_perimeter_02_domicile_building_gold_cost_value
			add = camp_perimeter_01_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		character_travel_safety = 3
		enemy_hostile_scheme_success_chance_max_add = -5
		character_travel_speed = 5
		domicile_travel_speed = 0.05
	}

	parameters = {
		camp_unlocks_forward_scouts = yes
	}
	
	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.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}
# Upgrades
camp_perimeter_extra_watch = { # Extra Watch
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t1
	allowed_domicile_types = { camp }
	previous_building = camp_perimeter_01

	cost = { gold = camp_perimeter_extra_watch_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_perimeter_extra_watch_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		enemy_hostile_scheme_phase_duration_add = major_scheme_phase_duration_malus_value
		scheme_discovery_chance_mult = 0.1
		archers_damage_mult = 0.1
		archer_cavalry_damage_mult = 0.05
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}
camp_perimeter_palisade = { # Palisade
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t3
	allowed_domicile_types = { camp }
	previous_building = camp_perimeter_01

	cost = { gold = camp_perimeter_palisade_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_perimeter_palisade_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_max_add = -10
		character_travel_safety_mult = 0.1
		hard_casualty_modifier = -0.1
	}
	
	ai_value = {
		value = camp_building_ai_base_t3
		if = {
			limit = {
				owner = { has_lifestyle = intrigue_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_palisade.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}
camp_perimeter_ditch = { # Ditch
	slot_type = internal
	construction_time = @camp_building_internal_slot_construction_duration_t3
	allowed_domicile_types = { camp }
	previous_building = camp_perimeter_01

	cost = { gold = camp_perimeter_ditch_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_perimeter_ditch_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		retreat_losses = -0.3
		defender_advantage = 5
	}
	
	ai_value = {
		value = camp_building_ai_base_t5
		if = {
			limit = {
				owner = { has_lifestyle = martial_lifestyle }
			}
			add = camp_building_ai_lifestyle_bias_value
		}
		multiply = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_perimeter_ditch.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
	}
}