﻿##########################
# CHINESE ESTATE BUILDINGS
##########################

# BUILDING VALUES

@east_asian_estate_main_construction_time = 730

@east_asian_estate_upgrade_construction_time_1 = 180
@east_asian_estate_upgrade_construction_time_2 = 240
@east_asian_estate_upgrade_construction_time_3 = 300
@east_asian_estate_upgrade_construction_time_4 = 360

@east_asian_estate_building_construction_time_1 = 360
@east_asian_estate_building_construction_time_2 = 420
@east_asian_estate_building_construction_time_3 = 480
@east_asian_estate_building_construction_time_4 = 540
@east_asian_estate_building_construction_time_5 = 600
@east_asian_estate_building_construction_time_6 = 660

@east_asian_manor_build_speed_1 = -0.01
@east_asian_manor_build_speed_2 = -0.02
@east_asian_manor_build_speed_3 = -0.03
@east_asian_manor_build_gold_cost_1 = -0.01
@east_asian_manor_build_gold_cost_2 = -0.02
@east_asian_manor_build_gold_cost_3 = -0.03
@east_asian_manor_travel_danger_1 = -2
@east_asian_manor_travel_danger_2 = -3
@east_asian_manor_travel_danger_3 = -5
@east_asian_manor_governor_xp_gain_mult_1 = 0.025
@east_asian_manor_governor_xp_gain_mult_2 = 0.05
@east_asian_manor_governor_xp_gain_mult_3 = 0.1
@east_asian_manor_trait_track_travel_xp_gain_mult_1 = 0.05
@east_asian_manor_trait_track_travel_xp_gain_mult_2 = 0.1
@east_asian_manor_trait_track_travel_xp_gain_mult_3 = 0.15
@east_asian_manor_confucian_education_xp_gain_mult_1 = 0.05
@east_asian_manor_confucian_education_xp_gain_mult_2 = 0.1
@east_asian_manor_confucian_education_xp_gain_mult_3 = 0.15
@east_asian_manor_trait_track_lifestyle_poet_xp_gain_mult_1 = 0.05
@east_asian_manor_trait_track_lifestyle_poet_xp_gain_mult_2 = 0.1
@east_asian_manor_trait_track_lifestyle_poet_xp_gain_mult_3 = 0.15
@east_asian_manor_learn_language_scheme_phase_duration_add_1 = -5
@east_asian_manor_learn_language_scheme_phase_duration_add_2 = -10
@east_asian_manor_learn_language_scheme_phase_duration_add_3 = -15
@east_asian_manor_study_confucian_classics_scheme_phase_duration_add_1 = -2
@east_asian_manor_study_confucian_classics_scheme_phase_duration_add_2 = -3
@east_asian_manor_study_confucian_classics_scheme_phase_duration_add_3 = -4
@east_asian_manor_monthly_treasury_from_military_budget_mult_1 = 0.01
@east_asian_manor_monthly_treasury_from_military_budget_mult_2 = 0.02
@east_asian_manor_monthly_treasury_from_military_budget_mult_3 = 0.03
@east_asian_manor_monthly_treasury_from_salary_budget_mult_1 = 0.01
@east_asian_manor_monthly_treasury_from_salary_budget_mult_2 = 0.02
@east_asian_manor_monthly_treasury_from_salary_budget_mult_3 = 0.03
@east_asian_manor_monthly_merit_per_title_maa_value_1 = 0.0005
@east_asian_manor_monthly_merit_per_title_maa_value_2 = 0.001
@east_asian_manor_monthly_merit_per_title_maa_value_3 = 0.002
@east_asian_manor_monthly_merit_per_liege_tax_1 = 0.002
@east_asian_manor_monthly_merit_per_liege_tax_2 = 0.004
@east_asian_manor_monthly_merit_per_liege_tax_3 = 0.006
@east_asian_manor_monthly_merit_1 = 0.15
@east_asian_manor_monthly_merit_2 = 0.25
@east_asian_manor_monthly_merit_3 = 0.4
@east_asian_manor_monthly_merit_mult_1 = 0.005
@east_asian_manor_monthly_merit_mult_2 = 0.01
@east_asian_manor_monthly_merit_mult_3 = 0.02
@east_asian_manor_monthly_prestige_add_1 = 0.1
@east_asian_manor_monthly_prestige_add_2 = 0.15
@east_asian_manor_monthly_prestige_add_3 = 0.25
@east_asian_manor_monthly_prestige_mult_1 = 0.025
@east_asian_manor_monthly_dynasty_prestige_add_1 = 0.05
@east_asian_manor_monthly_dynasty_prestige_add_2 = 0.1
@east_asian_manor_monthly_influence_add_1 = 0.1
@east_asian_manor_monthly_influence_add_2 = 0.25
@east_asian_manor_monthly_influence_add_3 = 0.5
@east_asian_manor_monthly_influence_mult_1 = 0.025
@east_asian_manor_monthly_gold_add_0 = 0.1
@east_asian_manor_monthly_gold_add_1 = 0.15
@east_asian_manor_monthly_gold_add_2 = 0.25
@east_asian_manor_monthly_gold_add_3 = 0.35
@east_asian_manor_monthly_gold_mult_domain_1 = 0.01
@east_asian_manor_monthly_gold_mult_1 = 0.01
@east_asian_manor_monthly_gold_mult_2 = 0.03
@east_asian_manor_monthly_gold_mult_3 = 0.05
@east_asian_manor_monthly_piety_add_1 = 0.1
@east_asian_manor_monthly_piety_add_2 = 0.25
@east_asian_manor_monthly_piety_add_3 = 0.5
@east_asian_manor_monthly_piety_mult_1 = 0.025
@east_asian_manor_stress_loss_mult_1 = 0.025
@east_asian_manor_stress_gain_mult_1 = -0.025
@east_asian_manor_opinion_add_1 = 2
@east_asian_manor_maa_recruitment_cost_mult_1 = -0.04
@east_asian_manor_maa_maintenance_mult_1 = -0.025
@east_asian_manor_maa_effectiveness_mult_1 = 0.025
@east_asian_manor_control_growth_factor_1 = 0.05
@east_asian_manor_advantage_add_1 = 1
@east_asian_manor_mercenary_hire_cost_mult_1 = -0.025
@east_asian_manor_supply_capacity_mult_1 = 0.025
@east_asian_manor_knight_effectiveness_mult_1 = 0.01
@east_asian_manor_lifestyle_xp_gain_mult = 0.05
@east_asian_manor_owned_scheme_potential_add = 2
@east_asian_manor_owned_scheme_success_chance_add = 2
@east_asian_manor_owned_scheme_success_chance_max_add = 2
@east_asian_manor_owned_scheme_success_growth_add = 2
@east_asian_manor_owned_scheme_phase_duration_add = -5
@east_asian_manor_enemy_scheme_success_chance_add = -2
@east_asian_manor_enemy_scheme_success_chance_max_add = -2
@east_asian_manor_enemy_scheme_success_growth_add = -2
@east_asian_manor_enemy_scheme_phase_duration_add = -5
@east_asian_manor_pursue_efficiency_1 = 0.025
@east_asian_manor_movement_speed_1 = 0.025
@east_asian_manor_influence_level_impact_mult_1 = 0.025
@east_asian_manor_character_travel_speed_mult = 0.025
@east_asian_manor_hostile_raid_time_1 = 0.1
@east_asian_manor_development_growth_factor_1 = 0.015
@east_asian_manor_development_growth_factor_2 = 0.025
@east_asian_manor_development_growth_factor_3 = 0.035
@east_asian_manor_development_growth_1 = 0.05
@east_asian_manor_development_growth_2 = 0.1
@east_asian_manor_development_growth_3 = 0.15
@east_asian_manor_county_control_growth_add_1 = 0.1
@east_asian_manor_prestige_gain_per_dread_mult_1 = 0.05
@east_asian_manor_dread_decay_mult_1 = -0.025
@east_asian_manor_dread_baseline_add_1 = 2
@east_asian_manor_health_add_1 = 0.05
@east_asian_manor_epidemic_resistance_1 = 2
@east_asian_manor_dread_gain_mult_1 = 0.025
@east_asian_manor_domicile_build_speed = -0.05
@east_asian_manor_domicile_build_speed_minor = -0.03
@east_asian_manor_domicile_build_gold_cost_minor = -0.03
@east_asian_manor_domicile_build_gold_cost = -0.05
@east_asian_manor_holding_build_gold_cost_minor = -0.03
@east_asian_manor_holding_build_gold_cost = -0.05
@east_asian_manor_faith_creation_piety_cost_mult = -0.05
@east_asian_manor_character_travel_safety = 2

####################
#### BUILDINGS #####
####################

### Rice Fields 1-6
east_asian_estate_rice_field_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	can_construct_potential = {
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 10
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOT = {
					has_domicile_building_or_higher = east_asian_estate_market_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
}
east_asian_estate_rice_field_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_rice_field_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}

	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
}
east_asian_estate_rice_field_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_rice_field_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
}
east_asian_estate_rice_field_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_rice_field_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
}
east_asian_estate_rice_field_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_rice_field_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
}
east_asian_estate_rice_field_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_rice_field_05
	internal_slots = 6

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
}

### Tea Plantation 1-5
east_asian_estate_tea_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	can_construct = {
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
		}
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.01
	}
	
	ai_value = {
		value = 10
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOT = {
					has_domicile_building_or_higher = east_asian_estate_market_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
east_asian_estate_tea_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_tea_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.02
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
east_asian_estate_tea_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_tea_02
	internal_slots = 3

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.04
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
east_asian_estate_tea_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_tea_03
	internal_slots = 4

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
		}
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}
	
	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.06
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
east_asian_estate_tea_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_tea_04
	internal_slots = 5

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
		}
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}
	
	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.08
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
east_asian_estate_tea_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_tea_05
	internal_slots = 5

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
		}
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.1
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}

### Market 1-6
east_asian_estate_market_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	province_modifier = {
		tax_mult = 0.01
	}
	
	ai_value = {
		value = 9
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOT = {
					has_domicile_building_or_higher = east_asian_estate_rice_field_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_market_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_market_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	province_modifier = {
		tax_mult = 0.01
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_market_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_market_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating_2 = yes
		estate_increase_merit_on_construction_1 = yes
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
	}
	
	province_modifier = {
		tax_mult = 0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_market_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_market_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating_2 = yes
		estate_increase_merit_on_construction_2 = yes
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
	}
	
	province_modifier = {
		tax_mult = 0.01
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_market_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_market_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating_3 = yes
		estate_increase_merit_on_construction_3 = yes
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.8
	}
	
	province_modifier = {
		tax_mult = 0.01
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_market_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_market_05
	internal_slots = 6

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating_3 = yes
		estate_increase_merit_on_construction_4 = yes
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 1.6
	}
	
	province_modifier = {
		tax_mult = 0.01
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}

### Physician's Offices 1-5
east_asian_estate_health_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		epidemic_resistance = 3
	}
	
	province_modifier = {
		development_growth_factor = @east_asian_manor_development_growth_factor_1
	}
	
	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 10
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = east_asian_estate_rice_field_01
					has_domicile_building_or_higher = east_asian_estate_market_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_health.dds"
		texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_herbal_hall"
	}
}
east_asian_estate_health_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_health_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		epidemic_resistance = 3
	}
	
	province_modifier = {
		development_growth_factor = @east_asian_manor_development_growth_factor_1
	}
	
	parameters = {
		estate_increase_safe_treatment_success_1 = yes
		estate_increase_physician_aptitude = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_health.dds"
		texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_herbal_hall"
	}
}
east_asian_estate_health_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_health_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		epidemic_resistance = 3
	}
	
	province_modifier = {
		development_growth_factor = @east_asian_manor_development_growth_factor_1
	}
	
	parameters = {
		estate_increase_safe_treatment_success_1 = yes
		estate_increase_physician_aptitude = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_health.dds"
		texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_herbal_hall"
	}
}
east_asian_estate_health_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_health_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		epidemic_resistance = 3
	}
	
	province_modifier = {
		development_growth_factor = @east_asian_manor_development_growth_factor_1
	}
	
	parameters = {
		estate_increase_safe_treatment_success_2 = yes
		estate_increase_physician_aptitude_2 = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_health.dds"
		texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_herbal_hall"
	}
}
east_asian_estate_health_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_health_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		epidemic_resistance = 3
	}
	
	province_modifier = {
		development_growth_factor = @east_asian_manor_development_growth_factor_1
	}
	
	parameters = {
		estate_increase_safe_treatment_success_2 = yes
		estate_increase_physician_aptitude_2 = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_health.dds"
		texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_herbal_hall"
	}
}
east_asian_estate_health_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_health_05
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		epidemic_resistance = 3
	}
	
	province_modifier = {
		development_growth_factor = @east_asian_manor_development_growth_factor_1
	}
	
	parameters = {
		estate_increase_safe_treatment_success_2 = yes
		estate_increase_physician_aptitude_3 = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_health.dds"
		texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_herb_hall_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_herbal_hall"
	}
}

### Silk Production 1-5
east_asian_estate_silk_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	can_construct = {
		custom_tooltip = {
			OR = {
				house = { has_house_modifier = ep3_unlocked_silk }
				culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
			}
			text = has_unlocked_estate_silk
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_influence_add = 0.05
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 15
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese_mask.png"
	}
}
east_asian_estate_silk_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_silk_01
	internal_slots = 2

	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_influence_add = 0.05
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 13
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese_mask.png"
	}
}
east_asian_estate_silk_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_silk_02
	internal_slots = 3
	
	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_influence_add = 0.05
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 11
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese_mask.png"
	}
}
east_asian_estate_silk_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_silk_03
	internal_slots = 4
	
	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_influence_add = 0.1
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese_mask.png"
	}
}
east_asian_estate_silk_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_silk_04
	internal_slots = 5
	
	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_influence_add = 0.1
		owned_political_scheme_success_chance_add = 4
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
		scope:owner = {
			random = {
				chance = 75
				add_character_flag = {
					flag = domicile_new_built_silk
					months = 1
				}
				trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese_mask.png"
	}
}
east_asian_estate_silk_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_silk_05
	internal_slots = 5
	
	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_influence_add = 0.15
		owned_political_scheme_success_chance_add = 4
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_silk_farm_chinese_mask.png"
	}
}

### Ancestral Shrine Building 1-5
east_asian_estate_ancestral_shrine_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
		}
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.01
		domicile_monthly_piety_add = 0.1
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_2
	}

	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ancestral_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
}
east_asian_estate_ancestral_shrine_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_ancestral_shrine_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
		}
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.01
		domicile_monthly_piety_add = 0.1
		confucian_education_xp_gain_mult = @east_asian_manor_confucian_education_xp_gain_mult_1
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_2
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ancestral_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
}
east_asian_estate_ancestral_shrine_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_ancestral_shrine_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
		}
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_piety_add = 0.1
		confucian_education_xp_gain_mult = @east_asian_manor_confucian_education_xp_gain_mult_1
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ancestral_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
}
east_asian_estate_ancestral_shrine_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_ancestral_shrine_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
		}
	}
	
	parameters = {
		estate_inherit_influence_small_bonus = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_piety_add = 0.1
		confucian_education_xp_gain_mult = @east_asian_manor_confucian_education_xp_gain_mult_1
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ancestral_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
}
east_asian_estate_ancestral_shrine_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_ancestral_shrine_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
		}
	}
	
	parameters = {
		estate_inherit_influence_medium_bonus = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_piety_add = 0.2
		confucian_education_xp_gain_mult = @east_asian_manor_confucian_education_xp_gain_mult_1
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_2
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ancestral_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
}
east_asian_estate_ancestral_shrine_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_ancestral_shrine_05
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
		}
	}
	
	parameters = {
		estate_inherit_influence_large_bonus = yes
		estate_powerful_family_rating_per_dynasty_level = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_piety_add = 0.2
		confucian_education_xp_gain_mult = @east_asian_manor_confucian_education_xp_gain_mult_1
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_2
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ancestral_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
}

### Temple 1-5
east_asian_estate_temple_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		domicile_monthly_piety_mult = 0.02
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
	}
	
	province_modifier = {
		monthly_county_control_growth_factor = 0.03
		tax_per_piety_level = 0.15
	}
	parameters = {
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
east_asian_estate_temple_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_temple_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		domicile_monthly_piety_mult = 0.02
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
	}
	
	province_modifier = {
		monthly_county_control_growth_factor = 0.03
		tax_per_piety_level = 0.15
	}
	parameters = {
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
east_asian_estate_temple_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_temple_02
	internal_slots = 3
	
	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		domicile_monthly_piety_mult = 0.02
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
	}
	
	province_modifier = {
		monthly_county_control_growth_factor = 0.03
		tax_per_piety_level = 0.15
	}
	parameters = {
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
east_asian_estate_temple_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_temple_03
	internal_slots = 4
	
	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	character_modifier = {
		stress_loss_per_piety_level = 0.02
		domicile_monthly_piety_add = 0.2
		domicile_monthly_piety_mult = 0.02
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
	}
	
	province_modifier = {
		monthly_county_control_growth_factor = 0.03
		tax_per_piety_level = 0.15
	}
	parameters = {
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
east_asian_estate_temple_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_temple_04
	internal_slots = 5
	
	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	character_modifier = {
		stress_loss_per_piety_level = 0.02
		domicile_monthly_piety_add = 0.2
		domicile_monthly_piety_mult = 0.02
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
	}
	
	province_modifier = {
		monthly_county_control_growth_factor = 0.03
		tax_per_piety_level = 0.15
	}
	parameters = {
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
east_asian_estate_temple_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_temple_05
	internal_slots = 5
	
	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		stress_loss_per_piety_level = 0.02
		domicile_monthly_piety_add = 0.2
		domicile_monthly_piety_mult = 0.02
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
	}
	
	province_modifier = {
		monthly_county_control_growth_factor = 0.03
		tax_per_piety_level = 0.15
	}
	parameters = {
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_buddhist_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

### Barracks 1-6
east_asian_estate_barracks_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
		monthly_war_merit_income_mult = 0.05
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
east_asian_estate_barracks_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_barracks_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
		monthly_war_merit_income_mult = 0.05
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
east_asian_estate_barracks_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_barracks_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
		monthly_war_merit_income_mult = 0.05
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
east_asian_estate_barracks_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_barracks_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
		monthly_war_merit_income_mult = 0.05
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
east_asian_estate_barracks_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_barracks_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.04
		skirmishers_toughness_mult = 0.03
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
		monthly_war_merit_income_mult = 0.05
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
east_asian_estate_barracks_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_barracks_05
	internal_slots = 6

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.04
		skirmishers_toughness_mult = 0.03
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
		monthly_war_merit_income_mult = 0.05
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}

### Watchtower 1-5
east_asian_estate_watchtower_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.1
		enemy_hostile_scheme_success_chance_add = -2
		character_travel_safety = 2
	}

	parameters = {
		raids_less_likely_to_make_prisoners_1 = yes
		house_head_can_ask_for_knight = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_bell_drum_tower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
east_asian_estate_watchtower_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_watchtower_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.1
		enemy_hostile_scheme_success_chance_add = -2
		character_travel_safety = 2
	}

	parameters = {
		raids_less_likely_to_make_prisoners_1 = yes
		estate_increase_bodyguard_aptitude_1 = yes
		house_head_can_ask_for_knight = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_bell_drum_tower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
east_asian_estate_watchtower_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_watchtower_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		raids_less_likely_to_make_prisoners_2 = yes
		estate_unlock_bolster_security_decision = yes
		estate_increase_bodyguard_aptitude_1 = yes
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.1
		enemy_hostile_scheme_success_chance_add = -2
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_bell_drum_tower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
east_asian_estate_watchtower_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_watchtower_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		raids_less_likely_to_make_prisoners_2 = yes
		house_head_can_ask_for_maa = yes
		estate_unlock_bolster_security_decision = yes
		estate_increase_bodyguard_aptitude_2 = yes
		house_head_can_ask_for_knight = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.2
		enemy_hostile_scheme_success_chance_add = -4
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_bell_drum_tower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
east_asian_estate_watchtower_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_watchtower_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		raids_less_likely_to_make_prisoners_3 = yes
		house_head_can_ask_for_maa = yes
		estate_unlock_bolster_security_decision = yes
		estate_increase_bodyguard_aptitude_2 = yes
		house_head_can_ask_for_knight = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.2
		enemy_hostile_scheme_success_chance_add = -4
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_bell_drum_tower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
east_asian_estate_watchtower_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_watchtower_05
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		raids_less_likely_to_make_prisoners_3 = yes
		estate_unlock_patrol_decision = yes
		house_head_can_ask_for_maa = yes
		estate_unlock_bolster_security_decision = yes
		estate_increase_bodyguard_aptitude_2 = yes
		house_head_can_ask_for_knight = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.3
		enemy_hostile_scheme_success_chance_add = -4
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_bell_drum_tower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}

### Garden 1-6
east_asian_estate_garden_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
		trait_track_lifestyle_poet_xp_gain_mult = @east_asian_manor_trait_track_lifestyle_poet_xp_gain_mult_1
	}

	parameters = {
		increased_gardener_aptitude_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_parameter = can_recruit_gardeners
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
}
east_asian_estate_garden_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_garden_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
		trait_track_lifestyle_poet_xp_gain_mult = @east_asian_manor_trait_track_lifestyle_poet_xp_gain_mult_1
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
}
east_asian_estate_garden_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_garden_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
		trait_track_lifestyle_poet_xp_gain_mult = @east_asian_manor_trait_track_lifestyle_poet_xp_gain_mult_1
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
}

# Leisure Garden sub-branch
east_asian_estate_garden_leisure_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_garden_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.05
		fertility = 0.05
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
		trait_track_lifestyle_poet_xp_gain_mult = @east_asian_manor_trait_track_lifestyle_poet_xp_gain_mult_1
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
}
east_asian_estate_garden_leisure_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_garden_leisure_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.1
		fertility = 0.05
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
		trait_track_lifestyle_poet_xp_gain_mult = @east_asian_manor_trait_track_lifestyle_poet_xp_gain_mult_1
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
		scope:owner = {
			random = {
				chance = 75
				add_character_flag = {
					flag = domicile_new_built_garden_leisure
					months = 1
				}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
}
east_asian_estate_garden_leisure_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_garden_leisure_05
	internal_slots = 6

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.1
		fertility = 0.05
		domicile_monthly_influence_add = @east_asian_manor_monthly_influence_add_1
		trait_track_lifestyle_poet_xp_gain_mult = @east_asian_manor_trait_track_lifestyle_poet_xp_gain_mult_1
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
}

# Fruit Garden sub-branch
east_asian_estate_garden_fruit_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_garden_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.05
	}
	
	province_modifier = {
		development_growth = @east_asian_manor_development_growth_2
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
}
east_asian_estate_garden_fruit_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_garden_fruit_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.1
	}
	
	province_modifier = {
		development_growth = @east_asian_manor_development_growth_2
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
}
east_asian_estate_garden_fruit_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_garden_fruit_05
	internal_slots = 6

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.15
	}
	
	province_modifier = {
		development_growth = @east_asian_manor_development_growth_2
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
}

### Stable 1-5
east_asian_estate_stable_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		movement_speed = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_2
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
east_asian_estate_stable_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_stable_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		movement_speed = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_2
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
east_asian_estate_stable_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_stable_02
	internal_slots = 3
	
	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		movement_speed = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_2
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}

# Grand Stable sub-branch
east_asian_estate_stable_grand_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_stable_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.05
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
}
east_asian_estate_stable_grand_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_stable_grand_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_increase_master_of_horse_aptitude = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.1
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_2
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
}
east_asian_estate_stable_grand_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_stable_grand_05
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_increase_master_of_horse_aptitude = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.15
		domicile_monthly_prestige_add = 0.3
		movement_speed = 0.01
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_2
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
}

# Kennel sub-branch
east_asian_estate_stable_kennel_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_stable_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		kennels_more_successful_hunts_1 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.1
		prowess = 1
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_2
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
}
east_asian_estate_stable_kennel_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_stable_kennel_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		estate_cheaper_hunt_cost = yes
		kennels_more_successful_hunts_1 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.1
		diplomacy = 1
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_2
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
}
east_asian_estate_stable_kennel_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_stable_kennel_05
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		estate_cheaper_hunt_cost = yes
		estate_increase_master_of_hunt_aptitude = yes
		kennels_more_successful_hunts_2 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.2
		prowess = 1
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_2
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
}

### Workshop 1-5
east_asian_estate_workshop_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
east_asian_estate_workshop_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

# Carpenter sub-branch
east_asian_estate_workshop_carpenter_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}
east_asian_estate_workshop_carpenter_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_carpenter_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}
east_asian_estate_workshop_carpenter_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_carpenter_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}
east_asian_estate_workshop_carpenter_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_carpenter_05
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}

# Mason sub-branch
east_asian_estate_workshop_mason_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}
east_asian_estate_workshop_mason_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_mason_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}
east_asian_estate_workshop_mason_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_mason_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}
east_asian_estate_workshop_mason_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_mason_05
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}

# Textile sub-branch
east_asian_estate_workshop_textile_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}
east_asian_estate_workshop_textile_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_textile_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}
east_asian_estate_workshop_textile_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_textile_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}
east_asian_estate_workshop_textile_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_workshop_textile_05
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}

### Storage 1-6
east_asian_estate_storage_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		supply_capacity_mult = 0.1
		domicile_monthly_gold_mult = @east_asian_manor_monthly_gold_mult_2
	}
	
	province_modifier = {
		supply_limit_mult = 0.05
		development_growth = @east_asian_manor_development_growth_1
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_fermentation_room.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}
east_asian_estate_storage_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_storage_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		supply_capacity_mult = 0.1
		domicile_monthly_gold_mult = @east_asian_manor_monthly_gold_mult_2
	}
	
	province_modifier = {
		supply_limit_mult = 0.05
		development_growth = @east_asian_manor_development_growth_1
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_fermentation_room.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}

# Warehouse sub-branch
east_asian_estate_storage_warehouse_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_storage_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.05
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}
east_asian_estate_storage_warehouse_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_storage_warehouse_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.1
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}
east_asian_estate_storage_warehouse_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_storage_warehouse_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.05
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}
east_asian_estate_storage_warehouse_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_storage_warehouse_05
	internal_slots = 6

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.05
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}

# Granary sub-branch
east_asian_estate_storage_granary_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_storage_02
	internal_slots = 3

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		development_growth_factor = 0.05
		epidemic_resistance = 2
		county_opinion_add = 10
		domicile_monthly_gold_mult = @east_asian_manor_monthly_gold_mult_2
	}
	
	province_modifier = {
		supply_limit_mult = 0.05
		development_growth = @east_asian_manor_development_growth_1
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}
east_asian_estate_storage_granary_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_storage_granary_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		estate_unlock_granary_decision = yes
	}

	character_modifier = {
		development_growth_factor = 0.1
		epidemic_resistance = 5
		county_opinion_add = 10
		domicile_monthly_gold_mult = @east_asian_manor_monthly_gold_mult_2
	}
	
	province_modifier = {
		supply_limit_mult = 0.05
		development_growth = @east_asian_manor_development_growth_1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}
east_asian_estate_storage_granary_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_storage_granary_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		estate_unlock_granary_decision = yes
	}

	character_modifier = {
		development_growth_factor = 0.1
		epidemic_resistance = 5
		county_opinion_add = 10
		domicile_monthly_gold_mult = @east_asian_manor_monthly_gold_mult_2
	}
	
	province_modifier = {
		supply_limit_mult = 0.05
		development_growth = @east_asian_manor_development_growth_1
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}
east_asian_estate_storage_granary_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_storage_granary_05
	internal_slots = 6

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		estate_unlock_granary_decision = yes
	}

	character_modifier = {
		development_growth_factor = 0.1
		epidemic_resistance = 5
		county_opinion_add = 10
		domicile_monthly_gold_mult = @east_asian_manor_monthly_gold_mult_2
	}
	
	province_modifier = {
		supply_limit_mult = 0.05
		development_growth = @east_asian_manor_development_growth_1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}

### Grazing Lands 1-5
east_asian_estate_grazing_land_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}
	
	province_modifier = {
		development_growth_factor = @east_asian_manor_development_growth_factor_1
	}

	parameters = {
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				scope:owner = {
					OR = {
						can_recruit_archer_cavalry_trigger = yes
						culture ?= {
							OR = {
								has_innovation = innovation_elephantry
								has_innovation = innovation_war_camels
							}
						}
					}
				}
			}
			add = 4
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
east_asian_estate_grazing_land_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_grazing_land_01
	internal_slots = 2

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}
	
	province_modifier = {
		development_growth_factor = @east_asian_manor_development_growth_factor_1
	}

	parameters = {
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner = {
					OR = {
						can_recruit_archer_cavalry_trigger = yes
						culture ?= {
							OR = {
								has_innovation = innovation_elephantry
								has_innovation = innovation_war_camels
							}
						}
					}
				}
			}
			add = 4
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
east_asian_estate_grazing_land_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_grazing_land_02
	internal_slots = 3
	
	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}
	
	province_modifier = {
		development_growth_factor = @east_asian_manor_development_growth_factor_1
	}

	parameters = {
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						can_recruit_archer_cavalry_trigger = yes
						culture ?= {
							OR = {
								has_innovation = innovation_elephantry
								has_innovation = innovation_war_camels
							}
						}
					}
				}
			}
			add = 4
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
east_asian_estate_grazing_land_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_grazing_land_03
	internal_slots = 4

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}

	parameters = {
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
east_asian_estate_grazing_land_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_grazing_land_04
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}

	parameters = {
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
east_asian_estate_grazing_land_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_grazing_land_05
	internal_slots = 5

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}

	parameters = {
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}

# Horse Archer sub-branch
east_asian_estate_horse_pasture_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_grazing_land_03
	internal_slots = 4

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
}
east_asian_estate_horse_pasture_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_horse_pasture_04
	internal_slots = 5

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
}
east_asian_estate_horse_pasture_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_horse_pasture_05
	internal_slots = 5

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_maintenance_mult = -0.1
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}

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

# Camel sub-branch
east_asian_estate_camel_pasture_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_grazing_land_03
	internal_slots = 4
	
	can_construct = {
		culture ?= { has_innovation = innovation_war_camels }
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		camel_cavalry_damage_mult = 0.04
		camel_cavalry_toughness_mult = 0.02
		camel_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_camel_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
}
east_asian_estate_camel_pasture_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_camel_pasture_04
	internal_slots = 5
	
	can_construct = {
		culture ?= { has_innovation = innovation_war_camels }
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		camel_cavalry_damage_mult = 0.04
		camel_cavalry_toughness_mult = 0.02
		camel_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_camel_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
}
east_asian_estate_camel_pasture_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_camel_pasture_05
	internal_slots = 5
	
	can_construct = {
		culture ?= { has_innovation = innovation_war_camels }
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		camel_cavalry_damage_mult = 0.04
		camel_cavalry_toughness_mult = 0.02
		camel_cavalry_maintenance_mult = -0.1
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}

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

# Elephant sub-branch
east_asian_estate_elephant_pasture_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_grazing_land_03
	internal_slots = 4
	
	can_construct = {
		culture ?= { has_innovation = innovation_elephantry }
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_03 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
		elephant_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}
	
	ai_value = {
		value = 12
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
}
east_asian_estate_elephant_pasture_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_elephant_pasture_04
	internal_slots = 5
	
	can_construct = {
		culture ?= { has_innovation = innovation_elephantry }
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
		elephant_cavalry_maintenance_mult = -0.05
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}
	
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
}
east_asian_estate_elephant_pasture_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_elephant_pasture_05
	internal_slots = 6
	
	can_construct = {
		culture ?= { has_innovation = innovation_elephantry }
		domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
		elephant_cavalry_maintenance_mult = -0.1
		monthly_treasury_from_military_budget_mult = @east_asian_manor_monthly_treasury_from_military_budget_mult_1
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
}

### Gate 1-5
east_asian_estate_gate_01 = {
	construction_time = @east_asian_estate_building_construction_time_1
	allowed_domicile_types = { east_asian_estate }
	internal_slots = 1
	
	can_construct = {
		dynasty ?= { has_dynasty_perk = tgp_chinese_legacy_5 }
	}
	
	on_complete = {
		if = {
			limit = {
				scope:owner = { has_title = title:h_china }
			}
			set_family_accomplishment_effect = { ACCOMPLISHMENT = family_accomplishment_dynasty }
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
		}
	}
	
	parameters = {
		estate_merit_rank_increase_bonus_1 = yes
		estate_movement_power_per_dynasty_prestige_level_bonus_1 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_gold_mult = 0.1
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/building_types/icon_structure_gongsanseong_fortress.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_gate_02 = {
	construction_time = @east_asian_estate_building_construction_time_2
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_gate_01
	internal_slots = 2
	
	can_construct = {
		trigger_if = {
			limit = {
				domicile ?= { has_variable = family_accomplishments }
			}
			domicile = {
				custom_tooltip = {
					text = east_asian_estate_family_accomplishments_main_desc
					var:family_accomplishments >= 1
				}
				trigger_if = {
					limit = {
						var:family_accomplishments < 1
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_dynasty }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_dynasty_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_minister }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_minister_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_grand_marshal }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_grand_marshal_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_expansion }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_expansion_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_advancement }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_advancement_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_disciples }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_disciples_desc
							always = no
						}
					}
				}
			}
		}
		trigger_else = {
			custom_tooltip = {
				text = east_asian_estate_family_accomplishments_main_desc
				always = no
			}
			custom_tooltip = {
				text = east_asian_estate_family_accomplishments_dynasty_desc
				always = no
			}
			custom_tooltip = {
				text = east_asian_estate_family_accomplishments_minister_desc
				always = no
			}
			custom_tooltip = {
				text = east_asian_estate_family_accomplishments_grand_marshal_desc
				always = no
			}
			custom_tooltip = {
				text = east_asian_estate_family_accomplishments_expansion_desc
				always = no
			}
			custom_tooltip = {
				text = east_asian_estate_family_accomplishments_advancement_desc
				always = no
			}
			custom_tooltip = {
				text = east_asian_estate_family_accomplishments_disciples_desc
				always = no
			}
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
		}
	}
	
	parameters = {
		estate_merit_rank_increase_bonus_2 = yes
		estate_movement_power_per_dynasty_prestige_level_bonus_1 = yes
		estate_gate_increase_disciple_limit_1 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/building_types/icon_structure_gongsanseong_fortress.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_gate_03 = {
	construction_time = @east_asian_estate_building_construction_time_3
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_gate_02
	internal_slots = 3
	
	can_construct = {
		trigger_if = {
			limit = {
				domicile ?= { has_variable = family_accomplishments }
			}
			domicile = {
				custom_tooltip = {
					text = east_asian_estate_family_accomplishments_main_desc
					var:family_accomplishments >= 2
				}
				trigger_if = {
					limit = {
						var:family_accomplishments < 2
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_dynasty }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_dynasty_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_minister }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_minister_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_grand_marshal }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_grand_marshal_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_expansion }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_expansion_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_advancement }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_advancement_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_disciples }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_disciples_desc
							always = no
						}
					}
				}
			}
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
		}
	}
	
	parameters = {
		estate_merit_rank_increase_bonus_3 = yes
		estate_movement_power_per_dynasty_prestige_level_bonus_2 = yes
		estate_gate_increase_disciple_limit_1 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/building_types/icon_structure_gongsanseong_fortress.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_gate_04 = {
	construction_time = @east_asian_estate_building_construction_time_4
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_gate_03
	internal_slots = 4
	
	can_construct = {
		trigger_if = {
			limit = {
				domicile ?= { has_variable = family_accomplishments }
			}
			domicile = {
				custom_tooltip = {
					text = east_asian_estate_family_accomplishments_main_desc
					var:family_accomplishments >= 3
				}
				trigger_if = {
					limit = {
						var:family_accomplishments < 3
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_dynasty }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_dynasty_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_minister }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_minister_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_grand_marshal }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_grand_marshal_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_expansion }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_expansion_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_advancement }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_advancement_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_disciples }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_disciples_desc
							always = no
						}
					}
				}
			}
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
		}
	}
	
	parameters = {
		estate_merit_rank_increase_bonus_4 = yes
		estate_movement_power_per_dynasty_prestige_level_bonus_2 = yes
		estate_gate_increase_disciple_limit_2 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_gold_mult = 0.02
		monthly_piety_gain_per_court_position_mult = 0.01
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/building_types/icon_structure_gongsanseong_fortress.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_gate_05 = {
	construction_time = @east_asian_estate_building_construction_time_5
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_gate_04
	internal_slots = 5
	
	can_construct = {
		trigger_if = {
			limit = {
				domicile ?= { has_variable = family_accomplishments }
			}
			domicile = {
				custom_tooltip = {
					text = east_asian_estate_family_accomplishments_main_desc
					var:family_accomplishments >= 4
				}
				trigger_if = {
					limit = {
						var:family_accomplishments < 4
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_dynasty }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_dynasty_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_minister }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_minister_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_grand_marshal }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_grand_marshal_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_expansion }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_expansion_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_advancement }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_advancement_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_disciples }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_disciples_desc
							always = no
						}
					}
				}
			}
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
		}
	}
	
	parameters = {
		estate_merit_rank_increase_bonus_5 = yes
		estate_movement_power_per_dynasty_prestige_level_bonus_3 = yes
		estate_gate_increase_disciple_limit_2 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_gold_mult = 0.02
		monthly_piety_gain_per_court_position_mult = 0.01
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/building_types/icon_structure_gongsanseong_fortress.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
east_asian_estate_gate_06 = {
	construction_time = @east_asian_estate_building_construction_time_6
	allowed_domicile_types = { east_asian_estate }
	previous_building = east_asian_estate_gate_05
	internal_slots = 5
	
	can_construct = {
		trigger_if = {
			limit = {
				domicile ?= { has_variable = family_accomplishments }
			}
			domicile = {
				custom_tooltip = {
					text = east_asian_estate_family_accomplishments_main_desc
					var:family_accomplishments >= 5
				}
				trigger_if = {
					limit = {
						var:family_accomplishments < 5
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_dynasty }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_dynasty_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_minister }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_minister_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_grand_marshal }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_grand_marshal_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_expansion }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_expansion_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							exists = situation:dynastic_cycle
							NOT = { has_variable = family_accomplishment_advancement }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_advancement_desc
							always = no
						}
					}
					trigger_if = {
						limit = {
							NOT = { has_variable = family_accomplishment_disciples }
						}
						custom_tooltip = {
							text = east_asian_estate_family_accomplishments_disciples_desc
							always = no
						}
					}
				}
			}
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
		}
	}
	
	parameters = {
		estate_merit_rank_increase_bonus_6 = yes
		estate_movement_power_per_dynasty_prestige_level_bonus_3 = yes
		estate_gate_increase_disciple_limit_3 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		domicile_monthly_gold_mult = 0.02
		monthly_piety_gain_per_court_position_mult = 0.01
	}
	
	ai_value = {
		value = 3
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/building_types/icon_structure_gongsanseong_fortress.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
}
