﻿yurt_main_01 = {
	slot_type = main
	construction_time = 1
	internal_slots = 15
	allowed_domicile_types = { yurt }

	cost = {
		herd = 0
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 3
		domicile_monthly_prestige_add = 1
		domicile_monthly_gold_add = 0.25
		additional_fort_level = 1
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_main_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_02 = {
	slot_type = main
	internal_slots = 15
	construction_time = @yurt_main_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = yurt_main_01

	cost = {
		herd = yurt_main_building_herd_cost_tier_2
		gold = yurt_main_building_gold_cost_tier_2
		prestige = yurt_main_building_prestige_cost_tier_2
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 1
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		domicile_monthly_gold_add = 0.25
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_main_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_03 = {
	slot_type = main
	internal_slots = 15
	construction_time = @yurt_main_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = yurt_main_02

	can_construct = {
		custom_tooltip = {
			text = yurt_main_nomadic_authority_2_3_4_5
			OR = {
				has_realm_law = nomadic_authority_2
				has_realm_law = nomadic_authority_3
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}	
		}	
	}

	cost = {
		herd = yurt_main_building_herd_cost_tier_3
		gold = yurt_main_building_gold_cost_tier_3
		prestige = yurt_main_building_prestige_cost_tier_3
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 1
		domicile_monthly_gold_add = 0.25
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		additional_fort_level = 1
		vassal_limit_max = 2
		herd_capacity_add = 1000
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlocks_lvl_4_external_yurt_upgrades = yes
	}

	ai_value = {
		value = nomadic_capital_main_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_04 = {
	slot_type = main
	internal_slots = 15
	construction_time = @yurt_main_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = yurt_main_03

	can_construct = {
		custom_tooltip = {
			text = yurt_main_nomadic_authority_3_4_5
			OR = {
				has_realm_law = nomadic_authority_3
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}	
		}	
	}

	cost = {
		herd = yurt_main_building_herd_cost_tier_4
		prestige = yurt_main_building_prestige_cost_tier_4
		gold = yurt_main_building_gold_cost_tier_4
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 1
		domicile_monthly_gold_add = 0.25
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		additional_fort_level = 1
		vassal_limit_max = 2
		herd_capacity_add = 2000
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlocks_lvl_5_external_yurt_upgrades = yes
	}

	ai_value = {
		value = nomadic_capital_main_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_05 = {
	slot_type = main
	internal_slots = 15
	construction_time = @yurt_main_construction_time_tier_5
	allowed_domicile_types = { yurt }

	previous_building = yurt_main_04

	can_construct = {
		custom_tooltip = {
			text = yurt_main_nomadic_authority_3_4_5
			OR = {
				has_realm_law = nomadic_authority_3
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}	
		}	
	}

	cost = {
		herd = yurt_main_building_herd_cost_tier_5
		prestige = yurt_main_building_prestige_cost_tier_5
		gold = yurt_main_building_gold_cost_tier_5
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 1
		domicile_monthly_gold_add = 0.5
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		additional_fort_level = 2
		vassal_limit_max = 5
		herd_capacity_add = 2000
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlocks_lvl_6_external_yurt_upgrades = yes
	}

	ai_value = {
		value = nomadic_capital_main_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_06 = {
	slot_type = main
	internal_slots = 15
	construction_time = @yurt_main_construction_time_tier_6
	allowed_domicile_types = { yurt }

	previous_building = yurt_main_05

	can_construct = {
		custom_tooltip = {
			text = yurt_main_nomadic_authority_4_5
			OR = {
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}	
		}	
	}

	cost = {
		herd = yurt_main_building_herd_cost_tier_6
		prestige = yurt_main_building_prestige_cost_tier_6
		gold = yurt_main_building_gold_cost_tier_6
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.50
		additional_fort_level = 2
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		vassal_limit_max = 5
		herd_capacity_add = 5000
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlocks_lvl_6_external_yurt_upgrades = yes
	}

	ai_value = {
		value = nomadic_capital_main_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

#################
# HERD WELFARE YURT

herd_welfare_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 9

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 600
	}

	ai_value = {
		value = nomadic_capital_extremely_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_01
	internal_slots = 9

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 400
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_02
	internal_slots = 9

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 600
		vassal_herd_contribution_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_exterior_building_2
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_03
	internal_slots = 9

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 1000
		vassal_herd_contribution_mult = 0.03
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_04
	internal_slots = 9

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 2000
		vassal_herd_contribution_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_exterior_building_4
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_05
	internal_slots = 9

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		county_fertility_growth_mult = 0.1
		herd_capacity_add = 4000
		vassal_herd_contribution_mult = 0.03
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_5
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}
#################
# CHARACTER WARFARE YURT

character_warfare_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 5

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
	}

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.05
		monthly_prestige_gain_per_knight_add = 0.01
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_01
	internal_slots = 5

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
	}

	character_modifier = {
		knight_effectiveness_mult = 0.05
		monthly_prestige_gain_per_knight_add = 0.01
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_02
	internal_slots = 5

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
		nomad_yurt_terrain_specialist_unlock = yes
	}

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_03
	internal_slots = 5

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
		nomad_yurt_terrain_specialist_unlock = yes
	}

	character_modifier = {
		knight_effectiveness_mult = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_4
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_04
	internal_slots = 5

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
		nomad_yurt_terrain_specialist_unlock = yes
	}

	character_modifier = {
		knight_effectiveness_mult = 0.05
		monthly_prestige_gain_per_knight_add = 0.01
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_5
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_05
	internal_slots = 5

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
		nomad_yurt_terrain_specialist_unlock = yes
	}

	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = 0.05
		knight_effectiveness_per_prowess = 0.001
		knight_effectiveness_per_martial = 0.001
		knight_effectiveness_per_stewardship = 0.001
		knight_effectiveness_per_diplomacy = 0.001
		knight_effectiveness_per_intrigue = 0.001
		monthly_prestige_gain_per_knight_add = 0.03
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_6
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

#################
# MASS WARFARE YURT

mass_warfare_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 6

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	character_modifier = {
		men_at_arms_cap = 1
		men_at_arms_limit = 1
		archer_cavalry_damage_mult = 0.1
		light_cavalry_damage_mult = 0.1
		nomadic_horde_damage_mult = 0.1
		movement_speed = 0.1
		raid_speed = 0.05
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_01
	internal_slots = 6

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	character_modifier = {
		archer_cavalry_toughness_mult = 0.1
		light_cavalry_toughness_mult = 0.1
		movement_speed = 0.05
		raid_speed = 0.05
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_02
	internal_slots = 6

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	character_modifier = {
		men_at_arms_cap = 1
		men_at_arms_limit = 1
		nomadic_horde_damage_mult = 0.1
		movement_speed = 0.05
		raid_speed = 0.05
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_03
	internal_slots = 6

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	character_modifier = {
		archer_cavalry_toughness_mult = 0.1
		light_cavalry_toughness_mult = 0.1
		nomadic_horde_damage_mult = 0.1
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_04
	internal_slots = 6

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		men_at_arms_limit = 1
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_05
	internal_slots = 6

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		men_at_arms_cap = 1
		men_at_arms_limit = 1
		archer_cavalry_toughness_mult = 0.1
		light_cavalry_toughness_mult = 0.1
		nomadic_horde_damage_mult = 0.2
		movement_speed = 0.1
		raid_speed = 0.1
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

#################
# COURT YURT

court_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 8

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	character_modifier = {
		cowed_vassal_herd_contribution_mult = 0.04
		owned_hostile_scheme_success_chance_add = 4
		owned_personal_scheme_success_chance_add = 4
		tributary_tax_mult = 0.04
		vassal_herd_contribution_mult = 0.04
		herd_capacity_mult = 0.04
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_01
	internal_slots = 8

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	character_modifier = {
		owned_personal_scheme_success_chance_add = 2
		tributary_tax_mult = 0.04
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		owned_hostile_scheme_success_chance_add = 4
		herd_capacity_mult = 0.04
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}


	ai_value = {
		value = nomadic_capital_exterior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_02
	internal_slots = 8


	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	character_modifier = {
		tributary_tax_mult = 0.04
		owned_personal_scheme_success_chance_add = 4
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		owned_hostile_scheme_success_chance_add = 6
		herd_capacity_mult = 0.06
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_03
	internal_slots = 8

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	character_modifier = {
		tributary_tax_mult = 0.04
		owned_personal_scheme_success_chance_add = 6
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		intimidated_vassal_herd_contribution_mult = 0.04
		owned_hostile_scheme_success_chance_add = 4
		herd_capacity_mult = 0.06
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}


	ai_value = {
		value = nomadic_capital_exterior_building_4
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_04
	internal_slots = 8

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		tributary_tax_mult = 0.04
		owned_personal_scheme_success_chance_add = 6
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		intimidated_vassal_herd_contribution_mult= 0.04
		owned_hostile_scheme_success_chance_add = 5
		herd_capacity_mult = 0.08
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}


	ai_value = {
		value = nomadic_capital_exterior_building_5
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_05
	internal_slots = 8

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		tributary_tax_mult = 0.04
		owned_personal_scheme_success_chance_add = 6
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		intimidated_vassal_herd_contribution_mult= 0.04
		owned_hostile_scheme_success_chance_add = 5
		max_hostile_schemes_add = 1
		herd_capacity_mult = 0.08
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}

	province_modifier = {
		defender_holding_advantage = 1
	}


	ai_value = {
		value = nomadic_capital_exterior_building_6
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

#################
# FAMILY YURT

family_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 8

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_main_yurt_marriage_acceptance_lvl_1 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		dynasty_house_opinion = 4
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_01
	internal_slots = 8

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_main_yurt_marriage_acceptance_lvl_1 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		dynasty_house_opinion = 6
	}


	ai_value = {
		value = nomadic_capital_exterior_building_2
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_02
	internal_slots = 8


	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_unlock_court_tutor = yes
		nomad_main_yurt_marriage_acceptance_lvl_2 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		dynasty_house_opinion = 10
	}


	ai_value = {
		value = nomadic_capital_exterior_building_3
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_03
	internal_slots = 8

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_unlock_court_tutor = yes
		nomad_main_yurt_marriage_acceptance_lvl_3 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		dynasty_house_opinion = 12
	}

	province_modifier = {
		defender_holding_advantage = 1
	}


	ai_value = {
		value = nomadic_capital_exterior_building_4
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_04
	internal_slots = 8

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_unlock_court_tutor = yes
		nomad_main_yurt_marriage_acceptance_lvl_3 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.1
		dynasty_house_opinion = 8
	}


	ai_value = {
		value = nomadic_capital_exterior_building_5
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_05
	internal_slots = 8

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_unlock_court_tutor = yes
		nomad_main_yurt_marriage_acceptance_lvl_4 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.1
		dynasty_house_opinion = 10
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_6
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

#################
# MYSTICAL YURT

mystical_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 7

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	character_modifier = {
		epidemic_resistance = 2
		monthly_piety_gain_mult = 0.1
		monthly_income_from_herd_mult = 0.02
		monthly_county_control_growth_add = 0.04
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	internal_slots = 7
	previous_building = mystical_yurt_01

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	character_modifier = {
		epidemic_resistance = 2
		monthly_piety_gain_mult = 0.02
		monthly_income_from_herd_mult = 0.02
		monthly_county_control_growth_add = 0.04
	}

	ai_value = {
		value = nomadic_capital_exterior_building_2
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	internal_slots = 7
	previous_building = mystical_yurt_02

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	character_modifier = {
		epidemic_resistance = 4
		monthly_piety_gain_mult = 0.03
		monthly_income_from_herd_mult = 0.03
		monthly_county_control_growth_add = 0.04
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	internal_slots = 7
	previous_building = mystical_yurt_03

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	character_modifier = {
		epidemic_resistance = 4
		monthly_piety_gain_mult = 0.03
		monthly_income_from_herd_mult = 0.03
		monthly_county_control_growth_add = 0.04
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_4
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	internal_slots = 7
	previous_building = mystical_yurt_04

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		epidemic_resistance = 4
		monthly_piety_gain_mult = 0.05
		monthly_income_from_herd_mult = 0.04
		monthly_county_control_growth_add = 0.04
	}

	parameters = {
		nomad_yurt_improved_fertility_dance = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_5
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	internal_slots = 7
	previous_building = mystical_yurt_05

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_6
		prestige = yurt_external_building_prestige_cost_tier_6
		gold = yurt_external_building_gold_cost_tier_6
	}

	character_modifier = {
		epidemic_resistance = 4
		monthly_piety_gain_mult = 0.05
		monthly_income_from_herd_mult = 0.04
		monthly_county_control_growth_add = 0.04
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		nomad_yurt_improved_fertility_dance = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_6
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

#################
# TRADE YURT

trade_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 7

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = {
			add = yurt_external_building_gold_cost_tier_1
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.01
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_01
	internal_slots = 7

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = {
			add = yurt_external_building_gold_cost_tier_2
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.01
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_2
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_02
	internal_slots = 7

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = {
			add = yurt_external_building_gold_cost_tier_3
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.02
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_03
	internal_slots = 7

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = {
			add = yurt_external_building_gold_cost_tier_4
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.02
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
		nomad_yurt_unlock_establish_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_4
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_04
	internal_slots = 7

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = {
			add = yurt_external_building_gold_cost_tier_5
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.03
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
		nomad_yurt_unlock_establish_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_5
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_05
	internal_slots = 7

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_6
		prestige = yurt_external_building_prestige_cost_tier_6
		gold = {
			add = yurt_external_building_gold_cost_tier_6
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		monthly_income_from_herd_mult = 0.03
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
		nomad_yurt_unlock_establish_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_6
		
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}