﻿@camp_building_main_slot_construction_duration_t1 = 180
@camp_building_main_slot_construction_duration_t2 = 210
@camp_building_main_slot_construction_duration_t3 = 240
@camp_building_main_slot_construction_duration_t4 = 300
@camp_building_main_slot_construction_duration_t5 = 360
@camp_building_main_slot_construction_duration_t6 = 420

@camp_building_internal_slot_construction_duration_t1 = 180
@camp_building_internal_slot_construction_duration_t2 = 240
@camp_building_internal_slot_construction_duration_t3 = 300

##################
# CAMP BUILDINGS
##################
### Camp Main Building - Pavilion
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 = 2
	}

	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 }

	### ASIAN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_01_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
	
	### 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"
	}
}
camp_main_02 = {
	slot_type = main
	construction_time = @camp_building_main_slot_construction_duration_t4
	allowed_domicile_types = { camp }
	previous_building = camp_main_01

	cost = { gold = camp_main_02_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_main_02_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 2
		men_at_arms_cap = 1
		enemy_hostile_scheme_phase_duration_add = miniscule_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.02
		provisions_capacity_add = 100
	}

	parameters = {
		camp_unlocks_second_officer = yes
	}
	
	ai_value = {
		value = camp_main_main_path_value
		if = {
			limit = {
				num_domicile_buildings >= 4
			}
			multiply = 10
		}
	}

	### ASIAN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
	
	### 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_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02_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_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02_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_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02_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_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
}
camp_main_03 = {
	slot_type = main
	construction_time = @camp_building_main_slot_construction_duration_t5
	allowed_domicile_types = { camp }
	previous_building = camp_main_02

	cost = { gold = camp_main_03_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_main_03_domicile_building_gold_cost_value
			add = camp_main_02_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		maa_toughness_mult = 0.05
		domicile_external_slots_capacity_add = 2
		# men_at_arms_cap = 1
		enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.02
		provisions_capacity_add = 150
	}

	parameters = {
		camp_unlocks_second_officer = yes
	}
	
	ai_value = {
		value = camp_main_main_path_value
		if = {
			limit = {
				num_domicile_buildings >= 8
			}
			multiply = 10
		}
	}

	### ASIAN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_02_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
	
	### 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_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02_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_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02_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_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02_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_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
}
camp_main_04 = {
	slot_type = main
	construction_time = @camp_building_main_slot_construction_duration_t6
	allowed_domicile_types = { camp }
	previous_building = camp_main_03

	cost = { gold = camp_main_04_domicile_building_gold_cost_value }
	refund = {
		gold = {
			value = camp_main_04_domicile_building_gold_cost_value
			add = camp_main_03_domicile_building_gold_cost_value
			add = camp_main_02_domicile_building_gold_cost_value
			multiply = camp_refund_mult_value
			floor = yes
		}
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 1
		maa_toughness_mult = 0.05
		men_at_arms_cap = 1
		enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.02
		provisions_capacity_add = 250
	}

	parameters = {
		camp_unlocks_second_officer = yes
	}
	
	ai_value = {
		value = camp_main_main_path_value
		if = {
			limit = {
				num_domicile_buildings >= 12
			}
			multiply = 10
		}
	}

	### ASIAN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_chinese_culture_group_trigger = yes
					has_graphical_japanese_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_asian_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}
	
	### WESTERN
	asset = {
		trigger = {
			owner.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building"
	}

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

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

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